Search found 20758 matches
- Thu May 16, 2024 8:01 am
- Forum: Dialogue System for Unity
- Topic: Different Scene Condition
- Replies: 1
- Views: 4
Re: Different Scene Condition
Hi, Add a Dialogue System Trigger component to a GameObject in Scene B, and set its Trigger dropdown to OnSaveDataApplied. (OnSaveDataApplied works just like OnStart except it's aware of the save system/scene changing system and will wait for save data to be applied if necessary.) Then set the Condi...
- Thu May 16, 2024 7:59 am
- Forum: Dialogue System for Unity
- Topic: how to make responsible subtitle??
- Replies: 6
- Views: 55
Re: how to make responsible subtitle??
Glad to help!
- Wed May 15, 2024 7:58 pm
- Forum: Dialogue System for Unity
- Topic: how to make responsible subtitle??
- Replies: 6
- Views: 55
Re: how to make responsible subtitle??
Hi,
Here's an example scene:
DS_SanabiStyleExample_2024-05-15.unitypackage
Please see the ---README--- GameObject in the scene.
Here's an example scene:
DS_SanabiStyleExample_2024-05-15.unitypackage
Please see the ---README--- GameObject in the scene.
- Wed May 15, 2024 4:28 pm
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 7
- Views: 62
Re: Prevent Usable use through wall?
Can you post a screenshot of the wall? Or send a reproduction project to tony (at) pixelcrushers.com? Is the Usable behind the wall? If so, is it really behind it in a raycast (Z axis) sense, or is it just being drawn like it's behind it because of the sprite sort order?
- Wed May 15, 2024 12:41 pm
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 7
- Views: 62
Re: Prevent Usable use through wall?
Hi,
I didn't realize you were in 2D. The Debug checkbox works in 3D.
Does your 2D wall have a collider?
I didn't realize you were in 2D. The Debug checkbox works in 3D.
Does your 2D wall have a collider?
- Wed May 15, 2024 8:45 am
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 7
- Views: 62
Re: Prevent Usable use through wall?
Make sure Raycast All is not turned on, since this will go through GameObjects. Tick your Selector's Debug checkbox. This will show a debugging gizmo. Here's a screenshot of the gizmo where the Selector's raycast is not blocked: unblocked.png You can see that the yellow raycast line ends in a green ...
- Wed May 15, 2024 8:38 am
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 1
- Views: 14
Re: UI Bar connected to Variables
Yes. Please see: Monitor Lua Variable Changes . For example, say you have a variable named Score. You can monitor it like this: public Slider scoreSlider; //<-- Assign in inspector. void Start() { Language.Lua.Assignment.MonitoredVariables.Add("Score"); Language.Lua.Assignment.VariableChan...
- Tue May 14, 2024 9:05 pm
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 7
- Views: 62
Re: Prevent Usable use through wall?
Hi,
Add walls to your Selector's Layer Mask so it can detect them.
Add walls to your Selector's Layer Mask so it can detect them.
- Tue May 14, 2024 8:16 pm
- Forum: Quest Machine
- Topic: Importing Quests to QuestMachine from Articy
- Replies: 4
- Views: 24
Re: Importing Quests to QuestMachine from Articy
It's coming in the next Quest Machine update.
- Tue May 14, 2024 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Params (variables) not saving
- Replies: 1
- Views: 26
Re: Params (variables) not saving
Hi, Are you using the "..." dropdowns in the Conditions and Script fields? For example, if you use "..." in the Conditions field then the Conditions should end up looking something like: alreadyMet == false (Note the two equals signs.) This article might be helpful: How To: Run a...