Search found 20774 matches
- Sun May 19, 2024 10:01 am
- Forum: Dialogue System for Unity
- Topic: How should I go about using the Save System for Visual Novel Values?
- Replies: 1
- Views: 12
Re: How should I go about using the Save System for Visual Novel Values?
Hi, There are two ways to do this: 1. The simplest from a code perspective is to use Dialogue System variables in your dialogue database. They automatically get saved in your saved games, and you can see their values at runtime in the Dialogue Editor's Watches tab. Tip: Use "." in your var...
- Sun May 19, 2024 9:55 am
- Forum: Dialogue System for Unity
- Topic: Adding images of player and NPC
- Replies: 3
- Views: 29
Re: Adding images of player and NPC
Happy to help!
- Sun May 19, 2024 9:54 am
- Forum: Dialogue System for Unity
- Topic: Are there any plans to support UI Builder?
- Replies: 5
- Views: 1176
Re: Are there any plans to support UI Builder?
Hi,
Yes, UI Toolkit's runtime code is finally stable enough to add support for it in the Dialogue System this summer.
Yes, UI Toolkit's runtime code is finally stable enough to add support for it in the Dialogue System this summer.
- Sat May 18, 2024 4:06 pm
- Forum: Dialogue System for Unity
- Topic: Select Closest Usable when Multiple are in Range
- Replies: 1
- Views: 26
Re: Select Closest Usable when Multiple are in Range
Hi, Are you using the Selector component, Proximity Selector, or something else?(The Selector/Proximity Selector aren't mandatory. They're just provided as a convenience if you want to use them.) Assuming you're using a Proximity Selector, you can make a subclass of ProximitySelector and override th...
- Sat May 18, 2024 3:51 pm
- Forum: Dialogue System for Unity
- Topic: Adding images of player and NPC
- Replies: 3
- Views: 29
Re: Adding images of player and NPC
Hi, Assign your portrait images to the actors' Portrait Sprites: actorPortraits.png Then make sure your subtitle panel's Portrait Image is assigned: portraitImage.png If that doesn't work, first look for any errors or warnings in your Console window. If there are no errors or warnings, make sure the...
- Fri May 17, 2024 4:27 pm
- Forum: Dialogue System for Unity
- Topic: How to Skip Entire Cutscenes?
- Replies: 3
- Views: 38
Re: How to Skip Entire Cutscenes?
Glad to help!
- Fri May 17, 2024 2:30 pm
- Forum: Dialogue System for Unity
- Topic: How to Skip Entire Cutscenes?
- Replies: 3
- Views: 38
Re: How to Skip Entire Cutscenes?
Hi, Create an empty dialogue entry node for #3. Set its Sequence to something like: SetDialoguePanel(false); // Hide dialogue UI SetContinueMode(false); // Disable continue button Timeline(play, YourTimeline)->Message(Done); // Play timeline then send "Done" required SetContinueMode(true)@...
- Fri May 17, 2024 11:47 am
- Forum: Dialogue System for Unity
- Topic: Setactive Timeline skips dialogue
- Replies: 3
- Views: 35
Re: Setactive Timeline skips dialogue
Hi,
See this post: https://pixelcrushers.com/phpbb/viewtop ... 406#p37406
It shows how to pause the timeline to click the continue button. You can do a similar thing for response menus.
See this post: https://pixelcrushers.com/phpbb/viewtop ... 406#p37406
It shows how to pause the timeline to click the continue button. You can do a similar thing for response menus.
- Fri May 17, 2024 9:50 am
- Forum: Dialogue System for Unity
- Topic: Setactive Timeline skips dialogue
- Replies: 3
- Views: 35
Re: Setactive Timeline skips dialogue
Hi, Add "{{default}}" (without quotes) to the dialogue entry's Sequence. The conversation will stay on a dialogue entry for the duration of its Sequence. The SetActive() commands run and finish immediately, which means the dialogue entry finishes immediately and the conversation advances i...
- Fri May 17, 2024 9:47 am
- Forum: Quest Machine
- Topic: [HOWTO] How To: Monitor Conditions in Custom Quest Conditions
- Replies: 0
- Views: 7
[HOWTO] How To: Monitor Conditions in Custom Quest Conditions
When writing a custom quest condition, the condition may not be true as soon as the condition's quest node becomes active. Here are 3 ways to check for quest conditions that may become true after the quest node has become active: 1. Listen for messages from the message system. See MessageQuestCondit...