Search found 23359 matches

by Tony Li
Mon Jun 30, 2025 3:19 pm
Forum: Dialogue System for Unity
Topic: Does ProximitySelector not support Unity's new Input System?
Replies: 1
Views: 39

Re: Does ProximitySelector not support Unity's new Input System?

Hi,

If you rebind, you may need to unregister and re-register the input. However, a better way would be to add an Input Action Registry component to your Dialogue Manager and assign the Submit input to its list of input actions to register. This should take care of it automatically.
by Tony Li
Mon Jun 30, 2025 9:46 am
Forum: Dialogue System for Unity
Topic: Approach: Conversation but Bark UI only
Replies: 23
Views: 6179

Re: Approach: Conversation but Bark UI only

Hi, Here are some ways you could do it: 1. Always start the same "hub" conversation. Within that conversation, use Conditions to branch to the actual conversation you want to play. This way all of your conversation logic is self-contained within the dialogue database. 2. Or make a subclass...
by Tony Li
Mon Jun 30, 2025 9:40 am
Forum: Dialogue System for Unity
Topic: How to have one speech bubble with updating text?
Replies: 3
Views: 22

Re: How to have one speech bubble with updating text?

Hi, A conversation or a bark will work for this. If you control it all from a script, use barks. Example: int count = 0; while (isPlayerAwake) { count++; DialogueManager.BarkString($"{count} sheep", player.transform); yield return new WaitForSeconds(2); } If you know the maximum number of ...
by Tony Li
Mon Jun 30, 2025 9:39 am
Forum: Dialogue System for Unity
Topic: Dialogue is stuck
Replies: 8
Views: 114

Re: Dialogue is stuck

Hi,

Yes, you can add more empty nodes before <Has Order?>/<Doesn't Have Order> to set "HasOrder" and do whatever preliminary setup you need. Or you can do this outside of the conversation if that makes more sense for your game design.
by Tony Li
Sun Jun 29, 2025 10:39 pm
Forum: Dialogue System for Unity
Topic: Dialogue is stuck
Replies: 8
Views: 114

Re: Dialogue is stuck

Hi, I think what you're looking for is something like this: conversationConditions.png The conversation will use the <Has Order?> branch if HasOrder is true. Otherwise it will use the <Doesn't Have Order> branch. In the <Has Order?> branch, the children will check if IsOrderCorrect is true. If so, i...
by Tony Li
Sun Jun 29, 2025 1:10 pm
Forum: Dialogue System for Unity
Topic: Dialogue is stuck
Replies: 8
Views: 114

Re: Dialogue is stuck

Hi,

To confirm: "<Order Correct?>" is green, correct?

If so, do you require continue button clicks to advance the conversation? If so, change "None()" in the Sequence field to "Continue()".
by Tony Li
Sun Jun 29, 2025 10:04 am
Forum: Dialogue System for Unity
Topic: Approach: Conversation but Bark UI only
Replies: 23
Views: 6179

Re: Approach: Conversation but Bark UI only

Hi, If you're using Text Animator, inspect the Text Animator typewriter component (e.g., Typewriter - By Character) and reduce the Typewriter Wait values. If the NPC isn't being affected by Dialogue System Events, make sure it's being used as the conversation's primary actor or conversant. Please se...
by Tony Li
Sun Jun 29, 2025 8:00 am
Forum: Dialogue System for Unity
Topic: Dialogue is stuck
Replies: 8
Views: 114

Re: Dialogue is stuck

Hi, Thanks for the detailed, annotated screenshot. That should be fine. If you keep the Dialogue Editor window open on this conversation while playing in the Unity editor's play mode, which node does it get stuck on? This node will be green in the editor. Try setting "Order correct?" node'...
by Tony Li
Sat Jun 28, 2025 7:08 pm
Forum: Dialogue System for Unity
Topic: Non-persistent Dialogue System and saving
Replies: 5
Views: 727

Re: Non-persistent Dialogue System and saving

Hi, You're only supposed to call DontDestroyOnLoad on root objects, which is why the Dialogue Manager makes itself a root object if you tick Other Settings > Don't Destroy On Load. Since you're already calling DontDestroyOnLoad on its parent, you can UNtick the Dialogue Manager's checkbox. For your ...