Search found 10 matches
- Thu Apr 10, 2025 9:18 am
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
Re: triggering a Bark with an ID
I have updated the Asset and re-imported the package fix and all is good now, thanks!
- Thu Apr 10, 2025 3:46 am
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
Re: triggering a Bark with an ID
Hi, Thanks for the quick fix. I have added the package but now i get this error on compile. Assets\Plugins\Pixel Crushers\Dialogue System\Scripts\Manager\DialogueSystemController.cs(688,25): error CS0200: Property or indexer 'ConversationController.frameLastConversationEnded' cannot be assigned to -...
- Thu Apr 10, 2025 3:42 am
- Forum: Dialogue System for Unity
- Topic: CallBack for end of subtittle or bark
- Replies: 1
- Views: 408
CallBack for end of subtittle or bark
Im implementing the dialogue system into my NPCS using a behaviour tree. I want to pause the behaviour tree until the dialogue (or subtitle or bark) is finished then resume the Behaviour Tree. Im using audio voice acting and in the sequence i have "AudioWait" for the bark or subtitle be on...
- Wed Apr 09, 2025 3:04 pm
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
Re: triggering a Bark with an ID
Hi,
I have updated the plugin to the latest version and the issue persist.
I have created this project to reproduce the issue:
[deleted]
Thanks for reviewing.
I have updated the plugin to the latest version and the issue persist.
I have created this project to reproduce the issue:
[deleted]
Thanks for reviewing.
- Wed Apr 09, 2025 11:26 am
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
Re: triggering a Bark with an ID
Yes my scene has the Dialogue manager prefab and the version is: v.2.2.47
- Wed Apr 09, 2025 5:29 am
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
Re: triggering a Bark with an ID
This is the error I get if i put the debug level to info: NullReferenceException: Object reference not set to an instance of an object PixelCrushers.DialogueSystem.DialogueSystemController.Bark (System.String conversationTitle, UnityEngine.Transform speaker, UnityEngine.Transform listener, System.In...
- Tue Apr 08, 2025 10:35 pm
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
Re: triggering a Bark with an ID
Hi. Thanks for your response! My "speaker" transform contains both the BarkMember Component and the DialogueActor component (see attatchment). The DialogueActor has a reference of the BarkUI but the BarkUI is not inside of the hierachy of this GameObject transform, its somewhere else. So w...
- Tue Apr 08, 2025 1:52 pm
- Forum: Dialogue System for Unity
- Topic: triggering a Bark with an ID
- Replies: 14
- Views: 3100
triggering a Bark with an ID
Hi, Im trying to trigger a bark via in ID. here is how im doing it: if (entryID > -1) { Debug.Log("BarkFromConversationTask: playing bark with ID: " + entryID + groupTitle); barkMember.GroupBark(conversationTitle, speaker, entryID); //this gives 2 warnings and a null reference error DONT W...
- Mon Apr 07, 2025 7:55 pm
- Forum: Dialogue System for Unity
- Topic: Bark UI not in the NPC game object
- Replies: 3
- Views: 641
Re: Bark UI not in the NPC game object
thanks! yes seems the best way to do it.
- Sun Apr 06, 2025 1:23 pm
- Forum: Dialogue System for Unity
- Topic: Bark UI not in the NPC game object
- Replies: 3
- Views: 641
Bark UI not in the NPC game object
Hi,
What is the best way to setup the Bark UI and mantain reference dinamically when the NPC that plays the barks is spawned and the UI is in a canvas that is not in the NPC game object?
IS there a way to setup the dialogues subtitles as the UI for barks? (i dont need to be a world space UI)
Thanks!
What is the best way to setup the Bark UI and mantain reference dinamically when the NPC that plays the barks is spawned and the UI is in a canvas that is not in the NPC game object?
IS there a way to setup the dialogues subtitles as the UI for barks? (i dont need to be a world space UI)
Thanks!