Search found 23379 matches
- Sun Jul 06, 2025 7:01 pm
- Forum: Dialogue System for Unity
- Topic: How to Reset the Lua Environment?
- Replies: 1
- Views: 23
Re: How to Reset the Lua Environment?
Hi, Depending on what you want to clear, you can call DialogueManager.RemoveDatabase() to remove databases from memory that you added during play, or call SaveSystem.ResetGameState() to clear the saved game data in memory -- however, you shouldn't need this latter method if you're loading a saved ga...
- Sun Jul 06, 2025 3:20 pm
- Forum: Dialogue System for Unity
- Topic: I broke Lua Functions...
- Replies: 1
- Views: 36
Re: I broke Lua Functions...
Hi,
Is something unregistering it? Look later in the Console logs for a message like:
Dialogue System: Unregistering Lua function SendMessageSystem
Is something unregistering it? Look later in the Console logs for a message like:
Dialogue System: Unregistering Lua function SendMessageSystem
- Sun Jul 06, 2025 9:55 am
- Forum: Dialogue System for Unity
- Topic: The Dialogue proceeds even though I put required command
- Replies: 1
- Views: 44
Re: The Dialogue proceeds even though I put required command
Hi, The continue button always skips ahead. The 'required' keyword gives a command one frame to run/finish if the player clicks the continue button. If you want to prevent continue button clicks entirely, you can set the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button dropd...
- Fri Jul 04, 2025 9:02 pm
- Forum: Dialogue System for Unity
- Topic: Best practiecs to change variables mid-dialogue.
- Replies: 1
- Views: 83
Re: Best practiecs to change variables mid-dialogue.
Hi, There's not a single, simple solution for that. Any solution will require a bit of code. The easiest way by far is to use Text Animator and add an event trigger in your text.. If you can't use Text Animator, then two alternate solutions are: 1. Make a subclass of TextMeshProTypewriterEffect (if ...
- Fri Jul 04, 2025 8:56 pm
- Forum: Dialogue System for Unity
- Topic: Controlling which quest fields are serialized
- Replies: 11
- Views: 382
Re: Controlling which quest fields are serialized
Happy to help! I'm glad it's working now.
- Fri Jul 04, 2025 3:51 pm
- Forum: Dialogue System for Unity
- Topic: Controlling which quest fields are serialized
- Replies: 11
- Views: 382
Re: Controlling which quest fields are serialized
Hi, Yes, it works correctly. Are you resetting the entire Item[]/Quest[] table somehow? (Quest[] is an alias for Item[].) Assume in your GetCustomSaveData method that the Item[] table is already created and populated with the data from your dialogue database and the quest states from the saved game....
- Fri Jul 04, 2025 1:01 pm
- Forum: Dialogue System for Unity
- Topic: Is there a Playmaker Action for entry Dialogue Text
- Replies: 1
- Views: 75
Re: Is there a Playmaker Action for entry Dialogue Text
Hi, > I specifically want to get the dialogue text from the current entry and send it to playmaker. Is there an action for this? Add a Dialogue System Events To Playmaker component to your Dialogue Manager or any GameObject that will receive Dialogue System messages (see table ). This will raise an ...
- Fri Jul 04, 2025 10:17 am
- Forum: Dialogue System for Unity
- Topic: Controlling which quest fields are serialized
- Replies: 11
- Views: 382
Re: Controlling which quest fields are serialized
Hi, Here's an example. I added field named "XP" to quests: xpField.png Then I added this script to the Dialogue Manager in DemoScene1: using UnityEngine; using PixelCrushers.DialogueSystem; public class ExtraSaveData : MonoBehaviour { void Start() { PersistentDataManager.GetCustomSaveData ...
- Fri Jul 04, 2025 10:04 am
- Forum: Dialogue System for Unity
- Topic: UI animation delay when ending conversation in Visual Novel Framework
- Replies: 1
- Views: 73
Re: UI animation delay when ending conversation in Visual Novel Framework
Hi, It could be a difference between the subtitle panel's animation and the Dialogue Panel's animation. The subtitle panel and Dialogue Panel's checkboxes such as "Wait For Close" can also affect timing. If you play around with the settings and animation and can't get it to look exactly th...
- Fri Jul 04, 2025 8:35 am
- Forum: Dialogue System for Unity
- Topic: Garbage generated by InputDeviceManager
- Replies: 1
- Views: 91
Re: Garbage generated by InputDeviceManager
Hi,
Oops, didn't realize that was still in there. I'll make sure that's fixed in the next update.
Oops, didn't realize that was still in there. I'll make sure that's fixed in the next update.