Search found 20853 matches

by Tony Li
Thu May 30, 2024 5:41 pm
Forum: Dialogue System for Unity
Topic: Localizing Selector Elements
Replies: 1
Views: 28

Re: Localizing Selector Elements

Hi, If you've set the Usable's Override Name to 'Shopkeeper', then the Selector will look for a translation in the Text Table assigned to the Dialogue Manager's Display Settings > Localization Settings > Text Table field, in the text table field named 'Shopkeeper'. Same for Override Use Message. The...
by Tony Li
Thu May 30, 2024 5:05 pm
Forum: Dialogue System for Unity
Topic: Turning off conversation UI for internal dialogue UI
Replies: 11
Views: 331

Re: Turning off conversation UI for internal dialogue UI

Hi,

Did you assign your dialogue UI to the Dialogue Manager's Display Settings > Dialogue UI field?

Are there any errors or warnings in the Console window?
by Tony Li
Thu May 30, 2024 5:03 pm
Forum: Dialogue System for Unity
Topic: Super mesh text
Replies: 1
Views: 31

Re: Super mesh text

Hi, It's kind of hard to tell, but it looks like maybe that top line of text is attempting to do a drop shadow / underlay in the same color as the background, but it's being rendered on top of the text instead of underneath it. Then again, they might be entirely separate texts being rendered in the ...
by Tony Li
Thu May 30, 2024 5:00 pm
Forum: Dialogue System for Unity
Topic: Modifying UI Typewriter audio?
Replies: 7
Views: 752

Re: Modifying UI Typewriter audio?

Hi,

If you're looking at the example scene linked above, each actor's min/max pitch is set in the Dialogue Editor window's Actors section:

minMaxPitch.png
minMaxPitch.png (34.04 KiB) Viewed 3 times

In the example scene, I added these as custom fields in the Templates section.
by Tony Li
Thu May 30, 2024 11:46 am
Forum: Dialogue System for Unity
Topic: Lively Chat Bubbles Continue Button
Replies: 23
Views: 2751

Re: Lively Chat Bubbles Continue Button

Hi,

If you're editing a prefab, make sure the LCBContinueButton component's Chat Bubble points to the ChatBubble in the same prefab. If you're editing a scene object, make sure the Chat Bubble field points to the scene object's ChatBubble, not the prefab.
by Tony Li
Wed May 29, 2024 9:45 pm
Forum: Dialogue System for Unity
Topic: Animator Converstation using AnimatorPlay
Replies: 9
Views: 176

Re: Animator Converstation using AnimatorPlay

Hi,

Do you need that final dialogue entry node? If not, delete it.

If you need it for some reason, include a Continue() sequencer command in its Sequence field. Example:

Code: Select all

required AnimatorPlay(Idle);
Continue()
by Tony Li
Wed May 29, 2024 9:22 pm
Forum: Dialogue System for Unity
Topic: A quick question about saves
Replies: 1
Views: 27

Re: A quick question about saves

Hi Pete, For saving and loading, untick the Save System component's Save Current Scene checkbox. Then use PixelCrushers.SaveSystem.SaveToSlot(_slot) as you're already doing, PixelCrushers.SaveSystem.LoadFromSlot(_slot) to load and apply saved game data, and PixelCrushers.SaveSystem.ResetGameState() ...
by Tony Li
Wed May 29, 2024 3:27 pm
Forum: Save System for Opsive Controllers
Topic: Save System 2.0.6 for Opsive Controllers Released
Replies: 0
Views: 17

Save System 2.0.6 for Opsive Controllers Released

Version 2.0.6 is now available on the Asset Store -- and 50% off in the Template Toolkit Sale! Release Notes: Updated for Unity 6. Added Max Save Slot option. By default, negative slot numbers will save in first available positive slot number up to Max Save Slot. Manager can now restore saved data t...
by Tony Li
Wed May 29, 2024 3:24 pm
Forum: Quest Machine
Topic: Quest Machine 1.2.46 Released
Replies: 0
Views: 18

Quest Machine 1.2.46 Released

Version 1.2.46 is now available on the Asset Store -- and 50% off for a limited time in the Template Toolkit Sale! Release Notes: Updated for Unity 6. Improved: Can now configure Quest Machine Debug section to allow QM exceptions & message system exceptions to help debug user code. Improved: Add...