Search found 20848 matches
- Fri May 24, 2024 12:20 pm
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 11
- Views: 181
Re: UI Bar connected to Variables
Try adding a Debug.Log to check if the variable changed method is being called: void OnVariableChanged(string variableName, object variableValue) { Debug.Log($"{variableName} changed to {variableValue}"); if (variableName == "Confidence") scoreSlider.value = (float)variableValue;...
- Fri May 24, 2024 12:20 pm
- Forum: Dialogue System for Unity
- Topic: Audio Dialogue on Hover
- Replies: 7
- Views: 158
Re: Audio Dialogue on Hover
Hi,
That's a different error. Change the red underlined "responseButton.dialogueEntry" to "response.destinationEntry".
That's a different error. Change the red underlined "responseButton.dialogueEntry" to "response.destinationEntry".
- Fri May 24, 2024 12:18 pm
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 7
- Views: 290
Re: Turning off conversation UI for internal dialogue UI
Hi,
How do you have it configured? Are you using an Override Dialogue UI component?
How do you have it configured? Are you using an Override Dialogue UI component?
- Fri May 24, 2024 9:55 am
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 11
- Views: 181
Re: UI Bar connected to Variables
Hi, What is your script? It should look something like: using UnityEngine; using UnityEngine.UI; using PixelCrushers.DialogueSystem; public class Confidence_bar : MonoBehaviour { public Slider scoreSlider; //<-- Assign in inspector. void Start() { Language.Lua.Assignment.MonitoredVariables.Add("...
- Fri May 24, 2024 9:52 am
- Forum: Dialogue System for Unity
- Topic: Audio Dialogue on Hover
- Replies: 7
- Views: 158
Re: Audio Dialogue on Hover
Hi,
The example you're looking at uses the older UI scripts. Try changing:
to:
The example you're looking at uses the older UI scripts. Try changing:
Code: Select all
var response = GetComponent<UnityUIResponseButton>().response;
Code: Select all
var response = GetComponent<StandardUIResponseButton>().response;
- Fri May 24, 2024 8:21 am
- Forum: Dialogue System for Unity
- Topic: how to make player talk to himself?
- Replies: 1
- Views: 55
- Fri May 24, 2024 8:20 am
- Forum: Dialogue System for Unity
- Topic: Subtitle node is START?
- Replies: 9
- Views: 213
Re: Subtitle node is START?
Hi,
Does your <START> entry have a link directly to the responses?
Can you send a reproduction project to tony (at) pixelcrushers.com?
Does your <START> entry have a link directly to the responses?
Can you send a reproduction project to tony (at) pixelcrushers.com?
- Fri May 24, 2024 8:19 am
- Forum: Dialogue System for Unity
- Topic: Get subtitle lines without starting conversation
- Replies: 3
- Views: 81
Re: Get subtitle lines without starting conversation
Hi, Yes, here are two ways: 1. If you only need the text: Conversation conversation = DialogueManager.masterDatabase.GetConversation("Conversation_A"); DialogueEntry startEntry = conversation.GetFirstEntry(); DialogueEntry secondEntry = conversation.GetDialogueEntry(startEntry.outgoingLink...
- Thu May 23, 2024 8:51 pm
- Forum: Dialogue System for Unity
- Topic: Change whole Dialogue UI during conversation
- Replies: 7
- Views: 182
Re: Change whole Dialogue UI during conversation
Glad to help!
- Thu May 23, 2024 7:50 pm
- Forum: Dialogue System for Unity
- Topic: Change whole Dialogue UI during conversation
- Replies: 7
- Views: 182
Re: Change whole Dialogue UI during conversation
Hi,
otherDialogueUI should be a GameObject (with a StandardDialogueUI component) in your scene, not a prefab. If it's a prefab, that might be the issue.
otherDialogueUI should be a GameObject (with a StandardDialogueUI component) in your scene, not a prefab. If it's a prefab, that might be the issue.