I tried additional patterns, At the result, I think it is custom sequencer issue. [case 1 use embedded sequencer only] Edited my code : foreach (var y in x) { string nextSeq = ""; switch (y.Key) { case "T": node.DialogueText = y.Value.ToString(); break; //case "A" or &q...
Hi, tony. At the previous my post, debug messages only show: Dialogue System: Sequencer.Play( ... ) But never show : Dialogue System: Sequencer: ( ... )) Above attach file show lower end of debug messages, not continue. Then, tryed your suggestion : > Here is another example. This example is not fro...
Thanks reply ! I tryed to change my settings: > It may help to temporarily set the Dialogue Manager GameObject's Other Settings > Debug Level to Info. This will log Dialogue System activity. This may help you determine what's going on under the hood. Apparently, sequencer plays generated sequence, b...
I forgot to attach two custom sequence class, put it. [Custom Sequence AddScenario] namespace PixelCrushers.DialogueSystem.VisualNovelFramework { /// <summary> /// Add json file name to GameManager.Instance.ScenarioList /// </summary> /// 0 : now loading file name string(Addressable) /// 1 : Jump fi...
Hello, I'm trying to create VN dialogues with "Dialogue system for Unity", "Dialogue system Extras". Although I create C# and json based dialogue system referenced topic "Executing from script" https://www.pixelcrushers.com/phpbb/viewtopic.php?f=3&t=1520&sid=98e...