Search found 32 matches
- Tue Mar 04, 2025 5:06 pm
- Forum: Dialogue System for Unity
- Topic: Temporary variables directly from the dialog
- Replies: 5
- Views: 2541
Re: Temporary variables directly from the dialog
Thank you, as you helped me understand what was going on. The NPC conversation would start and it would default to the first dialogue branch because there were no conditions. At the end of that branch it would set the temp var=true and on the second dialogue branch, I had that var==true condition. W...
- Tue Mar 04, 2025 12:29 pm
- Forum: Dialogue System for Unity
- Topic: Temporary variables directly from the dialog
- Replies: 5
- Views: 2541
Re: Temporary variables directly from the dialog
This is a really old post, but I am running into a problem with temp variables today. I have a lot of Characters that have multiple conversations on multiple scenes. In some scenes, I want to use temporary variables to keep track of dialogue progress, because otherwise I would get flooded in variabl...
- Mon Mar 21, 2022 2:30 pm
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 3233
Re: What do I use instead of Localize UI?
That's what I've been doing. Right now I'm testing it by trying to Display my Map Name.
My problem is when I Enable / Disable "txt_LocationName" it just resets the TextInput and doesn't re-fill in whats in my TextTable. It does it only Once on game Start.
My problem is when I Enable / Disable "txt_LocationName" it just resets the TextInput and doesn't re-fill in whats in my TextTable. It does it only Once on game Start.
- Mon Mar 21, 2022 2:16 pm
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 3233
Re: What do I use instead of Localize UI?
Oh ... I see what was going on then. The reason I honestly posted was because I thought the Localize UI was not working (Old?). In fact it was working, but it was not doing what I thought it would do. When I start the game, the text in my TextMeshPro - Text changes to the line in the Text Table, how...
- Mon Mar 21, 2022 2:16 pm
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 3233
Re: What do I use instead of Localize UI?
- ignore .. somehow posted twice -
- Mon Mar 21, 2022 9:09 am
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 3233
What do I use instead of Localize UI?
Hello, I am trying to Localize my UI Text, like Main Menu Buttons / Options Popup buttons / Action Buttons. I originally thought I was to use Text Tables, and the Localize UI component, but I see that this component is a Legacy component now. What would be the proper way in settings up these Text Fi...
- Fri Sep 24, 2021 10:11 pm
- Forum: Dialogue System for Unity
- Topic: Override Names without Dialogue Actor Component
- Replies: 3
- Views: 1020
Re: Override Names without Dialogue Actor Component
Thxs Tony .. it helped me think on what I wanted.to happen. I got the name to swap out with an Actor Bark UI override. Would you know how I get the "Display Name" rather than the Actor name? In the Override: public string actor; Actor dialogueActor = DialogueManager.masterDatabase.GetActor...
- Fri Sep 24, 2021 3:09 pm
- Forum: Dialogue System for Unity
- Topic: Override Names without Dialogue Actor Component
- Replies: 3
- Views: 1020
Override Names without Dialogue Actor Component
I tried looking around, but only found a really Old Legacy component to Override an Actor's name. A little more reading, and I think this was replaced with the Dialogue Actor component. What's the best way to Override an Actor's name, in a Dialogue Entry? I know I can assign names to Variables. like...
- Thu Sep 23, 2021 6:03 pm
- Forum: Dialogue System for Unity
- Topic: Referencing a Timeline in a Sequence Clip
- Replies: 1
- Views: 1052
Referencing a Timeline in a Sequence Clip
Hello, I am currently making a small Cutscene with Timelines to have Barks popup conversation text and pause the timeline. Other than using a GameObject specific name, is there a way for the PlaySequenceClip to reference a Timeline? Right now I have in a Sequence Clip: Timeline(speed, NPC1, 0); Time...
- Thu Sep 23, 2021 3:59 pm
- Forum: Dialogue System for Unity
- Topic: Bark on End Firing right away
- Replies: 3
- Views: 1149
Re: Bark on End Firing right away
I am currently using the Standard UI Conversation system for more complex dialogue. Right now I am trying to use the Barks as a way to spawn quick word bubbles for non important bits of dialogue. Mostly 1 or 2 lines of banter from NPCs. I downloaded the Example Bubble Standard UI examples, and this ...