Search found 20853 matches
- Wed May 29, 2024 3:23 pm
- Forum: Love/Hate
- Topic: Love/Hate 1.10.46 Released
- Replies: 0
- Views: 22
Love/Hate 1.10.46 Released
Version 1.10.46 is now available on the Asset Store! Release Notes: Updated for Unity 6. Improved: Added InputDeviceManager.cursorLockMode if you want to change default cursor lock mode from Locked to Confined. Fixed: SaveSystem.saveDataApplied is now still invoked even if scene has no savers. Emera...
- Wed May 29, 2024 3:17 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System 2.2.46 Released
- Replies: 0
- Views: 28
Dialogue System 2.2.46 Released
Version 2.2.46 is now available on the Asset Store! Version 1.0.14 of the Dialogue System Addon for OpenAI, ElevenLabs, etc., is also now on the Asset Store, now with GPT-4o integration. Release Notes: Core: Changed: If Dialogue Manager's Allow Alerts During Conversations is UNticked, now queues ale...
- Wed May 29, 2024 8:09 am
- Forum: Dialogue System for Unity
- Topic: Animator Converstation using AnimatorPlay
- Replies: 9
- Views: 189
Re: Animator Converstation using AnimatorPlay
Hi, That looks like the response menu panel. Make sure the dialogue entry node isn't blue (i.e., assigned to the Player) and/or inspect the Dialogue Manager GameObject and UNtick Display Settings > Input Settings > Always Force Response Menu. (More info: How To: Bypass Response Menu When Player Has ...
- Wed May 29, 2024 8:04 am
- Forum: Dialogue System for Unity
- Topic: WWise Setup
- Replies: 3
- Views: 65
Re: WWise Setup
No worries -- happy to help!
- Wed May 29, 2024 8:01 am
- Forum: Dialogue System for Unity
- Topic: How do you call a timed function with TypewriterEffect?
- Replies: 3
- Views: 103
- Tue May 28, 2024 11:02 pm
- Forum: Dialogue System for Unity
- Topic: Animator Converstation using AnimatorPlay
- Replies: 9
- Views: 189
Re: Animator Converstation using AnimatorPlay
Hi,
Add the node to the conversation instead:
Add the node to the conversation instead:
- Tue May 28, 2024 6:37 pm
- Forum: Dialogue System for Unity
- Topic: How do you call a timed function with TypewriterEffect?
- Replies: 3
- Views: 103
Re: How do you call a timed function with TypewriterEffect?
Hi, You can modify the typewriter effect to handle additional tags (e.g., of your own design), but it might be much easier to use Text Animator for Unity . It can do pretty much everything TextMeshProTypewriterEffect can do and much more, including inserting your own code triggers. If you do use Tex...
- Tue May 28, 2024 6:35 pm
- Forum: Dialogue System for Unity
- Topic: Subdirectories for VoiceOverFile
- Replies: 5
- Views: 108
Re: Subdirectories for VoiceOverFile
Glad to help!
- Tue May 28, 2024 3:00 pm
- Forum: Dialogue System for Unity
- Topic: Subdirectories for VoiceOverFile
- Replies: 5
- Views: 108
Re: Subdirectories for VoiceOverFile
I was trying to work with your example, but perhaps the typical way would be better. Typically, you might name your files: Resources/LineTagXXXXXX_en.mp3 Resources/LineTagXXXXXX_ja.mp3 Then set VoiceOverFile to LineTagXXXXXX, and use the entrytaglocal keyword in your sequence: AudioWait(entrytagloca...
- Tue May 28, 2024 12:59 pm
- Forum: Dialogue System for Unity
- Topic: WWise Setup
- Replies: 3
- Views: 65
Re: WWise Setup
Hi,
The integration package is included in the Dialogue System asset. In your Project view, navigate to Assets / Plugins / Pixel Crushers / Dialogue System / Third Party Support. Then double-click on the "Wwise Support" unitypackage file to import it.
The integration package is included in the Dialogue System asset. In your Project view, navigate to Assets / Plugins / Pixel Crushers / Dialogue System / Third Party Support. Then double-click on the "Wwise Support" unitypackage file to import it.