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.
Search found 20657 matches
- Wed May 01, 2024 8:15 pm
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 9
- Views: 271
- Wed May 01, 2024 3:43 pm
- Forum: Dialogue System for Unity
- Topic: Get the most recent Quest entry and store it as Playmaker variable
- Replies: 7
- Views: 91
Re: Get the most recent Quest entry and store it as Playmaker variable
Hi, Here's an example scene: DS_ShowNewestQuestEntryExample_2024-04-01.unitypackage It uses these scripts: On the Dialogue Manager: ShowNewestQuestEntry .cs using UnityEngine; using PixelCrushers.DialogueSystem; public class ShowNewestQuestEntry : MonoBehaviour { // Other scripts can hook into this ...
- Wed May 01, 2024 12:10 pm
- Forum: Dialogue System for Unity
- Topic: SerializeField
- Replies: 3
- Views: 21
Re: SerializeField
Hi,
If you've added a new field, it will be in the All Fields foldout.
If you added it through the Templates tab, you can tick the Main checkbox to see it in the main section of the inspector.
If you've added a new field, it will be in the All Fields foldout.
If you added it through the Templates tab, you can tick the Main checkbox to see it in the main section of the inspector.
- Wed May 01, 2024 10:26 am
- Forum: Dialogue System for Unity
- Topic: SerializeField
- Replies: 3
- Views: 21
Re: SerializeField
Hi,
I don't understand what you want to do. Can you please provide more details / code / screenshots?
I don't understand what you want to do. Can you please provide more details / code / screenshots?
- Wed May 01, 2024 8:10 am
- Forum: Dialogue System for Unity
- Topic: Get the most recent Quest entry and store it as Playmaker variable
- Replies: 7
- Views: 91
Re: Get the most recent Quest entry and store it as Playmaker variable
Hi,
Make sure it's on the Dialogue Manager GameObject or one of its children. The OnQuestEntryStateChange is only called on the Dialogue Manager hierarchy.
Make sure it's on the Dialogue Manager GameObject or one of its children. The OnQuestEntryStateChange is only called on the Dialogue Manager hierarchy.
- Tue Apr 30, 2024 11:22 pm
- Forum: Dialogue System for Unity
- Topic: How to return to previous conversant node after ending the conversation?
- Replies: 1
- Views: 15
Re: How to return to previous conversant node after ending the conversation?
Hi, Here are two ways you can do it: Approach 1: Set a variable true when the conversation gets to "What brings you here?". Add a link from <START> to "What brings you here?" with a condition that the variable is true. This approach doesn't require scripting, but it does require ...
- Tue Apr 30, 2024 9:59 am
- Forum: Dialogue System for Unity
- Topic: Get the most recent Quest entry and store it as Playmaker variable
- Replies: 7
- Views: 91
Re: Get the most recent Quest entry and store it as Playmaker variable
Hi, Create a Text Table asset if you haven't already. (Assets > Create > Pixel Crushers > Common > Text > Text Table) There's a reference manual in Plugins / Pixel Crushers / Common / Documentation if you want to read about text tables, but they should be relatively intuitive to edit. Add entries fo...
- Tue Apr 30, 2024 9:53 am
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Access Missing Menu Items on MacOS
- Replies: 0
- Views: 12
[HOWTO] How To: Access Missing Menu Items on MacOS
The Unity editor has a known bug ("IN-70913: A submenu disappears on MacOS...") that is still not resolved as of this post. If you're on MacOS and can't access menu items in Tools > Pixel Crushers > Dialogue System > Tools, add this script to a folder named Editor in your project to move t...
- Mon Apr 29, 2024 8:33 pm
- Forum: Dialogue System for Unity
- Topic: [HOWTO] Add More Track Toggle Options To Quest Log Window
- Replies: 0
- Views: 14
[HOWTO] Add More Track Toggle Options To Quest Log Window
This script adds the ability to toggle tracking of the selected quest by pressing a key or input button, or by showing a track UI button in the quest details. Replace your Standard UI Quest Log Window component's script in place with this one, add a track button to the quest details section, and ass...
- Mon Apr 29, 2024 4:45 pm
- Forum: Dialogue System for Unity
- Topic: Issue Encountered When Using Sequencer Command to Control ContinueMode
- Replies: 3
- Views: 37