Hello! I am trying to create a script that connects third-party level editor (LDtk) and Dialogue System. My goal is to do this: 1. write dialogueTitle string values in the level editor, for each trigger. 2. Set DIalogueSystemTrigger component's conversation field with each trigger's dialogueTitle va...
Hello, I'm creating a game that has another game inside. In the outer layer of the game, I use a SMS-like window for dialogues, using the SMS Dialogue UI template. Since this SMS Dialogue UI doesn't use the continue button, I set the 'Continue Button' settings to 'Never' in the Dialogue System Contr...
You know, SaveConversation() or OnRecordPersistentData() saves previous dialogue entries with each conversation name. And also ResumeConversation() will use the conversation name parameter and mimic the DialogueManager.StartConversation() function with it. I am using multiple conversations for same ...
Thank you for the quick reply. Yes, I am using SMSDialogueUI Component and using save system.(with ES3 data storer) But it didn't gave me the desired effect I wanted. I'll explain more details: My game uses only 2 actors, PC and NPC. The game has multiple Dialogue triggers with multiple conversation...
Hello, thank you for creating this cool asset. Really helps me alot. I'm currently making a game using SMS-like dialogue window(like Discord app), and this SMS-like window should contain all of the previous dialogues and load them at loading a savefile in a new game session. Also I had to consider m...