Search found 20666 matches
- Thu May 02, 2024 11:15 am
- Forum: Dialogue System for Unity
- Topic: Captions UI
- Replies: 5
- Views: 21
Re: Captions UI
Create your own Text or TextMeshProUGUI component and assign it to Caption Text. Don't use the Subtitle Text GameObject, since that's for the subtitle panel's use.
- Thu May 02, 2024 10:19 am
- Forum: Quest Machine
- Topic: Active Quests not showing the Image of the quest entity
- Replies: 3
- Views: 31
Re: Active Quests not showing the Image of the quest entity
Hi,
Do you see the same issue in Quest Machine's Demo scene?
If not, I'll need to see a screenshot of the issue when you get a chance. While you're getting the screenshot, please also let me know if any errors or warnings appear in the Console window.
Do you see the same issue in Quest Machine's Demo scene?
If not, I'll need to see a screenshot of the issue when you get a chance. While you're getting the screenshot, please also let me know if any errors or warnings appear in the Console window.
- Thu May 02, 2024 10:17 am
- Forum: Dialogue System for Unity
- Topic: Captions UI
- Replies: 5
- Views: 21
Re: Captions UI
Hi,
That error suggests that a UI text component is no longer assigned to captionText.
Is there more than one instance of the Captions script in your scene?
If you enter play mode and start the conversation, is the Captions script's Caption Text field still assigned?
That error suggests that a UI text component is no longer assigned to captionText.
Is there more than one instance of the Captions script in your scene?
If you enter play mode and start the conversation, is the Captions script's Caption Text field still assigned?
- Thu May 02, 2024 10:15 am
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 11
- Views: 286
Re: Compass Navigator Pro 2 (just released)
Do you have any idea what mind be re-enabling the POIs? If you remove the POI Saver components (as a test), does it not re-enable the POIs?
- Thu May 02, 2024 8:51 am
- Forum: Dialogue System for Unity
- Topic: Captions UI
- Replies: 5
- Views: 21
Re: Captions UI
Hi, You can add custom fields to your dialogue entry template. (See Templates .) For example, say you've added a Text field named "Caption" to your dialogue entry template, and you've set some dialogue entries' Captions to include text like "[birds chirping]" or "[jackhammer...
- Thu May 02, 2024 7:57 am
- Forum: Dialogue System for Unity
- Topic: Corgi Engine Dialogue persistent
- Replies: 1
- Views: 12
Re: Corgi Engine Dialogue persistent
Hi,
You'll also want to set up the save system. The Dialogue System *** Event Listener components listen for save/load events from Corgi. They pull data from the save system when Corgi wants to save and restores data when Corgi wants to load.
You'll also want to set up the save system. The Dialogue System *** Event Listener components listen for save/load events from Corgi. They pull data from the save system when Corgi wants to save and restores data when Corgi wants to load.
- Thu May 02, 2024 7:55 am
- Forum: Dialogue System for Unity
- Topic: OnConversationLine not being called when expected
- Replies: 1
- Views: 23
Re: OnConversationLine not being called when expected
Hi, OnConversationLine() is only called on the Dialogue Manager and the active conversation's two primary participants. To check which GameObjects are being used as the primary participants, please see Character GameObject Assignments and also the logging & debugging video tutorial which will sh...
- Thu May 02, 2024 7:55 am
- Forum: Dialogue System for Unity
- Topic: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor
- Replies: 1
- Views: 12
Re: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor
Hi,
What are you using to localize your text? DialogueSystemController.overrideGetLocalizedText is a runtime delegate; it won't work outside of play mode while you're editing in the Dialogue Editor. Maybe also related: Localization
What are you using to localize your text? DialogueSystemController.overrideGetLocalizedText is a runtime delegate; it won't work outside of play mode while you're editing in the Dialogue Editor. Maybe also related: Localization
- Thu May 02, 2024 7:52 am
- Forum: Quest Machine
- Topic: Active Quests not showing the Image of the quest entity
- Replies: 3
- Views: 31
Re: Active Quests not showing the Image of the quest entity
Hi, In what area does it show white? In the quest dialogue UI, taking the default dialogue UI for example, the circular portrait image in the upper left is always for the quest giver that you're speaking to. If it's white, make sure you've assigned an image to the Quest Giver component's ID > Image ...
- Wed May 01, 2024 8:15 pm
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 11
- Views: 286
Re: Compass Navigator Pro 2 (just released)
Hi,
Try disabling your POI component. This should make the POI invisible. The POI Saver component and the POI quest action can both re-enable it.
Try disabling your POI component. This should make the POI invisible. The POI Saver component and the POI quest action can both re-enable it.