Search found 20744 matches
- Wed May 08, 2024 7:56 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)
- Replies: 5
- Views: 119
Re: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)
Hi, You can do that, but you'd need to parse it yourself. If you can separate the info with semicolons or some other unique character, you can use string.Split(';') to split the info on that character. Otherwise you could write it in JSON format such as: {Rewards:[ {Name:"Money", Amount:10...
- Tue May 07, 2024 9:29 pm
- Forum: Dialogue System for Unity
- Topic: Load new scene, then start different conversation.
- Replies: 2
- Views: 32
Re: Load new scene, then start different conversation.
Glad you found the solution!
- Tue May 07, 2024 5:50 pm
- Forum: Dialogue System for Unity
- Topic: Have NPCs bark at each other
- Replies: 3
- Views: 41
Re: Have NPCs bark at each other
Hi,
Since it's a series of lines of dialogue, run a conversation. See: How To: Show Overhead Conversation Bubble Text
Since it's a series of lines of dialogue, run a conversation. See: How To: Show Overhead Conversation Bubble Text
- Tue May 07, 2024 8:26 am
- Forum: Dialogue System for Unity
- Topic: conversation in a script
- Replies: 3
- Views: 42
Re: conversation in a script
Hi,
DialogueManager.StartConversation() is the way to start a conversation in script. It doesn't pause; it just starts the conversation. You can pause the game yourself before or after calling that method.
Alternatively, you can also configure a Dialogue System Trigger and call its OnUse() method.
DialogueManager.StartConversation() is the way to start a conversation in script. It doesn't pause; it just starts the conversation. You can pause the game yourself before or after calling that method.
Alternatively, you can also configure a Dialogue System Trigger and call its OnUse() method.
- Mon May 06, 2024 5:07 pm
- Forum: Dialogue System for Unity
- Topic: Quick way to see which conversation is currently playing
- Replies: 1
- Views: 26
Re: Quick way to see which conversation is currently playing
Hi, Yes, if you don't see "Dialogue System: Conversation ending" that corresponds with a "Dialogue System: Starting conversation..." then it hasn't ended. Another way to check is to open the Dialogue Editor and inspect the conversations. If a conversation is active, one of them w...
- Mon May 06, 2024 2:46 pm
- Forum: Dialogue System for Unity
- Topic: Camera follow player walking during sequence
- Replies: 9
- Views: 117
Re: Camera follow player walking during sequence
Glad to help!
- Mon May 06, 2024 9:42 am
- Forum: Dialogue System for Unity
- Topic: Scene manager
- Replies: 3
- Views: 38
Re: Scene manager
If you're using the Input System, change this: if (InputDeviceManager.IsKeyDown(KeyCode.Escape)) to: if (InputDeviceManager.IsButtonDown("Cancel")) and register "Cancel" with the Input Device Manager as shown in the Dialogue System's Input System tutorial video or page 5 of Input...
- Mon May 06, 2024 8:58 am
- Forum: Dialogue System for Unity
- Topic: How to add/subtract int in C#
- Replies: 5
- Views: 53
Re: How to add/subtract int in C#
Glad to help!
- Mon May 06, 2024 8:22 am
- Forum: Dialogue System for Unity
- Topic: How to add/subtract int in C#
- Replies: 5
- Views: 53
Re: How to add/subtract int in C#
Sorry, I had a typo. It was missing "Coin". I just fixed my previous reply.
- Mon May 06, 2024 8:22 am
- Forum: Dialogue System for Unity
- Topic: Doozy UI with Dialogue System
- Replies: 1
- Views: 33
Re: Doozy UI with Dialogue System
Hi,
What questions have you encountered when following the instructions in that link?
The integration doesn't cover the Proximity Selector, but you could add a popup UI to the Usable GameObject (e.g., NPC) and configure the Usable component's Events > OnSelect() and OnDeselect() events.
What questions have you encountered when following the instructions in that link?
The integration doesn't cover the Proximity Selector, but you could add a popup UI to the Usable GameObject (e.g., NPC) and configure the Usable component's Events > OnSelect() and OnDeselect() events.