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Invector with mirror
Last post by
Tony Li
«
Mon May 20, 2024 7:58 am
Posted in
Quest Machine
Replies:
3
by
DeidreReay
»
Sun May 19, 2024 9:17 pm
» in
Quest Machine
So we have basically worked out quests working and saving/ reloading with Dialogue/ Quest Machine in Multiplayer using mirror, but just ran into an...
3
Replies
56
Views
Last post
by
Tony Li
Mon May 20, 2024 7:58 am
How should I go about using the Save System for Visual Novel Values?
Last post by
Tony Li
«
Sun May 19, 2024 10:01 am
Posted in
Dialogue System for Unity
Replies:
1
by
2linescrossed
»
Sun May 19, 2024 8:21 am
» in
Dialogue System for Unity
Heya! I've been looking into the documentation for the save system, but I've been wondering how I should go about adding in additional values for the...
1
Replies
77
Views
Last post
by
Tony Li
Sun May 19, 2024 10:01 am
Adding images of player and NPC
Last post by
Tony Li
«
Sun May 19, 2024 9:55 am
Posted in
Dialogue System for Unity
Replies:
3
by
hrohibil
»
Sat May 18, 2024 2:33 pm
» in
Dialogue System for Unity
Hello Tony
How do i a simple thing as NPC image and player image?
I tried but in the game view its empty..
3
Replies
61
Views
Last post
by
Tony Li
Sun May 19, 2024 9:55 am
Are there any plans to support UI Builder?
Last post by
Tony Li
«
Sun May 19, 2024 9:54 am
Posted in
Dialogue System for Unity
Replies:
5
by
sunwooz
»
Fri Feb 18, 2022 11:18 am
» in
Dialogue System for Unity
Hi again!
I come from a web development background so the Unity UI system looks like voodoo magic to me. I'm much more comfortable working with css,...
5
Replies
1212
Views
Last post
by
Tony Li
Sun May 19, 2024 9:54 am
Select Closest Usable when Multiple are in Range
Last post by
Tony Li
«
Sat May 18, 2024 4:06 pm
Posted in
Dialogue System for Unity
Replies:
1
by
nok nok
»
Sat May 18, 2024 3:42 pm
» in
Dialogue System for Unity
Hi! I was wondering if there was a quick way or workaround to ensure that, when two usables are in range simultaneously, the closest one is...
1
Replies
39
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Last post
by
Tony Li
Sat May 18, 2024 4:06 pm
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