Search found 20794 matches
- Fri Jan 09, 2015 2:25 pm
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
Try putting Camera(original) at the very beginning of Node 3's sequence. I had made the assumption earlier that a gameplay script was controlling the camera position every frame. It looks like you're perhaps instead making the camera a child of the player so it follows relative to the player's trans...
- Fri Jan 09, 2015 2:21 pm
- Forum: Dialogue System for Unity
- Topic: Quests outside of conversations
- Replies: 1
- Views: 610
Quests outside of conversations
To use Dialogue System methods, make sure to include the PixelCrushers.DialogueSystem namespace: using PixelCrushers.DialogueSystem; public class MyClass : MonoBehaviour { void Start() { DialogueManager.AddLuaObserver( "Variable['Credits']", LuaWatchFrequency.EveryDialogueEntry, OnCreditsC...
- Fri Jan 09, 2015 8:25 am
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
Okay, glad everything's working. I seem to be doing a wonderful job of timing my replies and edits completely wrong today.
- Fri Jan 09, 2015 8:11 am
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
(I'm replacing my previous reply here since you resolved the issue.) To smoothly move the camera, use the syntax: Camera(angle, subject, duration) where: angle: the camera angle to use subject: the target for the camera angle duration: the amount of time to smoothly move from the camera's current po...
- Thu Jan 08, 2015 3:10 pm
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
Hi, To move the camera back to its original, pre-conversation position, pass the special keyword 'original' to the Camera() sequencer command. You could set the node's Sequence to this: Camera(mySpecialAngle); required Camera(original)@{{end}} When the node runs, Camera(mySpecialAngle) will immediat...
- Wed Jan 07, 2015 2:07 pm
- Forum: Dialogue System for Unity
- Topic: Resume Conversation on Quest State Change
- Replies: 1
- Views: 562
Resume Conversation on Quest State Change
Hi, Here are two scriptless ways: 1. Keep the conversation active until the entire series of events is done. There's an example in Dialogue System/Examples/Tutorial Example/ that does exactly this. You'll find a PDF file in that folder that explains how it's set up. The only caveat is that only one ...
- Wed Jan 07, 2015 7:15 am
- Forum: Dialogue System for Unity
- Topic: 4.6 UI Barks Will Not Show
- Replies: 5
- Views: 1033
4.6 UI Barks Will Not Show
Happy to help!
- Wed Jan 07, 2015 3:16 am
- Forum: Dialogue System for Unity
- Topic: Using binary operators as conditions / scripts.
- Replies: 2
- Views: 723
Using binary operators as conditions / scripts.
Hi Andrew, Bitwise operators were introduced in Lua 5.2. The Dialogue System's default Lua implementation is LuaInterpreter, which conforms to the Lua 5.1 specs. If you have Unity Pro, you can switch to NLua, which conforms to Lua 5.2. Otherwise you'll have to use Booleans or register your own bitwi...
- Tue Jan 06, 2015 3:38 pm
- Forum: Dialogue System for Unity
- Topic: 4.6 UI Barks Will Not Show
- Replies: 5
- Views: 1033
4.6 UI Barks Will Not Show
You don't need to write a script. Please disregard my previous recommendation to use barks. Since you want to play several dialogue entries in a row, one after the next, I recommend running them in a conversation instead of barks, and use a Bark Dialogue UI. (<- This link contains more details and i...
- Tue Jan 06, 2015 1:29 pm
- Forum: Dialogue System for Unity
- Topic: 4.6 UI Barks Will Not Show
- Replies: 5
- Views: 1033
4.6 UI Barks Will Not Show
Hi, Thanks for buying the Dialogue System! Barks are probably the best choice for what you described. It's normal for the bark panel to disappear on start. It's only reactivated while barking. Here are two things to check: 1. Make sure your scene has an EventSystem. (GameObject > UI > EventSystem) 2...