Search found 23427 matches
- Mon Nov 06, 2017 9:54 pm
- Forum: Dialogue System for Unity
- Topic: OnConversationEnd is never called with OnUse()
- Replies: 3
- Views: 1272
Re: OnConversationEnd is never called with OnUse()
Hello, Can you assign your custom GameObject to the Conversation Trigger's Conversant field? Or, if you call DialogueManager.StartConversation() manually, pass the GameObject as the conversant parameter. For example: DialogueManager.StartConversation("title", player.transform, customGameOb...
- Mon Nov 06, 2017 11:07 am
- Forum: Dialogue System for Unity
- Topic: First text of a conversation node doesn't get displayed.
- Replies: 14
- Views: 1568
Re: First text of a conversation node doesn't get displayed.
Just posting an update that a fix will be in 1.7.7, which is being released this week.
- Sun Nov 05, 2017 3:51 pm
- Forum: Quest Machine
- Topic: Quest Machine 1.0 Released!
- Replies: 7
- Views: 6555
Re: Quest Machine 1.0 Released!
Yes, I'm pretty sure they'll both be integrated by next month.
- Sun Nov 05, 2017 9:29 am
- Forum: Dialogue System for Unity
- Topic: little problem with Button UI
- Replies: 7
- Views: 962
Re: little problem with Button UI
Here's an example scene: ButtonGameObjectConversationExample_2017-11-05.unitypackage This is how I set it up: 1. Created an empty GameObject named "Conversation GameObject" with a Conversation Trigger set to OnEnable, and deactivated the GameObject: http://pixelcrushers.com/dialogue_system...
- Sun Nov 05, 2017 9:14 am
- Forum: Dialogue System for Unity
- Topic: PreSales Question Voice vs Text
- Replies: 1
- Views: 331
Re: PreSales Question Voice vs Text
Equally with both. Text (referred to as "subtitles" when displayed onscreen) is built in, and you can toggle it on and off. You can play audio using the built-in audio player, or you can import one of several included integration packages to integrate with lipsync plugins such as LipSync P...
- Sat Nov 04, 2017 4:07 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System 1.7.6 Released
- Replies: 22
- Views: 7201
Re: Dialogue System 1.7.6 Released
The Dialogue System Extras page has an updated Ink Support package that works in Unity 5.6.0 - Unity 2017.2. I should clarify a bit on saving, loading, and jumping back into conversations. The Dialogue System Ink Integration component does save the current state of all stories that you've assigned t...
- Sat Nov 04, 2017 3:41 pm
- Forum: Quest Machine
- Topic: Quest Machine 1.0 Released!
- Replies: 7
- Views: 6555
Re: Quest Machine 1.0 Released!
Thanks! There's always your next game.
Version 1.0.1 will be submitted to the Asset Store on Monday.

- Sat Nov 04, 2017 1:17 pm
- Forum: Dialogue System for Unity
- Topic: little problem with Button UI
- Replies: 7
- Views: 962
Re: little problem with Button UI
Is the Conversation Trigger's Trigger dropdown set to OnEnable?
If you inspect it at runtime after clicking the UI button, does the Condition section say True or False?
If you inspect it at runtime after clicking the UI button, does the Condition section say True or False?
- Sat Nov 04, 2017 11:18 am
- Forum: Dialogue System for Unity
- Topic: little problem with Button UI
- Replies: 7
- Views: 962
Re: little problem with Button UI
Hi,
Did you tick the "Once" checkbox? This destroys the Conversation Trigger after it's used once.
Did you tick the "Once" checkbox? This destroys the Conversation Trigger after it's used once.
- Sat Nov 04, 2017 11:17 am
- Forum: Dialogue System for Unity
- Topic: How to format & disable responses based on variables/quest states?
- Replies: 21
- Views: 7326
Re: How to format & disable responses based on variables/quest states?
Hmm, I wonder if something else changed in your project. In my test scene, the invalid responses remain unhoverable: ShowInvalidResponsesExample_2017-11-04.unitypackage I built the scene in Unity 5.6.0, but I think it should import fine into 5.5.0. Update 2017-11-12: ShowInvalidResponsesExample_2017...