Search found 20680 matches

by Tony Li
Sat May 04, 2024 12:27 am
Forum: Dialogue System for Unity
Topic: Setting Up Tutorial For Players
Replies: 4
Views: 24

Re: Setting Up Tutorial For Players

Hi,

Yes, you can use DialogueLua.GetVariable() to check a Dialogue System variable in C# code, such as:

Code: Select all

bool DialogueLua.GetVariable("DidTutorial").asBool;
by Tony Li
Fri May 03, 2024 7:04 pm
Forum: Dialogue System for Unity
Topic: Setting Up Tutorial For Players
Replies: 4
Views: 24

Re: Setting Up Tutorial For Players

Hi, Here's how I recommend setting it up: Use a Dialogue System variable to record whether the player has done the tutorial or not (e.g., "DidTutorial"). On your Dialogue System Trigger: Set the Trigger dropdown to OnSaveDataApplied. (This works the same as OnStart except if a saved game i...
by Tony Li
Fri May 03, 2024 2:50 pm
Forum: Dialogue System for Unity
Topic: Corgi Engine Dialogue persistent
Replies: 8
Views: 59

Re: Corgi Engine Dialogue persistent

Glad you found the issue!
by Tony Li
Fri May 03, 2024 10:45 am
Forum: Dialogue System for Unity
Topic: Corgi Engine Dialogue persistent
Replies: 8
Views: 59

Re: Corgi Engine Dialogue persistent

Hi,

Is it possible that Corgi's Persistent data system is kicking in?
by Tony Li
Thu May 02, 2024 11:46 pm
Forum: Dialogue System for Unity
Topic: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor
Replies: 6
Views: 40

Re: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor

Hi,

Do it in OnConversationLine(Subtitle). By the time OnConversationLine runs, subtitle.formattedText.text will contain the text that the player will see, without markup tags.
by Tony Li
Thu May 02, 2024 10:50 pm
Forum: Dialogue System for Unity
Topic: OnConversationLine not being called when expected
Replies: 3
Views: 48

Re: OnConversationLine not being called when expected

Hi,

You can put your OnConversationLine(Subtitle) method on the Dialogue Manager and access subtitle.speakerInfo. That's what the example in How To: Color Actor Name and Indent Text does.
by Tony Li
Thu May 02, 2024 10:47 pm
Forum: Dialogue System for Unity
Topic: Compass Navigator Pro 2 (just released)
Replies: 14
Views: 307

Re: Compass Navigator Pro 2 (just released)

Great job tracking down the culprit! I don't recall which quest tracking script that is, but you might be able to modify it to not cause the issue, if you still need to use the script.
by Tony Li
Thu May 02, 2024 10:46 pm
Forum: Dialogue System for Unity
Topic: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor
Replies: 6
Views: 40

Re: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor

DialogueSystemController.overrideGetLocalizedText only applies to non-dialogue text. If you want to localize dialogue text without using any of the Dialogue System's localization features, here are two approaches: 1. If you want to do it at edit-time, write an editor script that adds the localized f...
by Tony Li
Thu May 02, 2024 4:51 pm
Forum: Dialogue System for Unity
Topic: Get the most recent Quest entry and store it as Playmaker variable
Replies: 11
Views: 135

Re: Get the most recent Quest entry and store it as Playmaker variable

Ah, you might need to add a check to the OnQuestStateChange(string questName) method. I updated the method in my previous post (but not in the example scene).
by Tony Li
Thu May 02, 2024 3:49 pm
Forum: Dialogue System for Unity
Topic: Dialogue System improvements over Adventure Creator's built-in system
Replies: 1
Views: 21

Re: Dialogue System improvements over Adventure Creator's built-in system

Hi, The downside is the extra work of learning an additional asset (Dialogue System) and setting up the integration. Some of the upsides are: More control over logical branching of conversations based on variables, etc. Ability to import from external editors and formats such as articy:draft, Arcwea...