Search found 20775 matches
- Sun May 19, 2024 9:53 pm
- Forum: Quest Machine
- Topic: Invector with mirror
- Replies: 2
- Views: 14
Re: Invector with mirror
Hi, Those integration scripts assume a single Invector player. They could still work in a multiplayer game if the remote players are represented by "ghosts" -- that is, non-Invector GameObjects that just mirror the positions and animations of the actual remote players. If you're instantiat...
- Sun May 19, 2024 10:01 am
- Forum: Dialogue System for Unity
- Topic: How should I go about using the Save System for Visual Novel Values?
- Replies: 1
- Views: 14
Re: How should I go about using the Save System for Visual Novel Values?
Hi, There are two ways to do this: 1. The simplest from a code perspective is to use Dialogue System variables in your dialogue database. They automatically get saved in your saved games, and you can see their values at runtime in the Dialogue Editor's Watches tab. Tip: Use "." in your var...
- Sun May 19, 2024 9:55 am
- Forum: Dialogue System for Unity
- Topic: Adding images of player and NPC
- Replies: 3
- Views: 33
Re: Adding images of player and NPC
Happy to help!
- Sun May 19, 2024 9:54 am
- Forum: Dialogue System for Unity
- Topic: Are there any plans to support UI Builder?
- Replies: 5
- Views: 1179
Re: Are there any plans to support UI Builder?
Hi,
Yes, UI Toolkit's runtime code is finally stable enough to add support for it in the Dialogue System this summer.
Yes, UI Toolkit's runtime code is finally stable enough to add support for it in the Dialogue System this summer.
- Sat May 18, 2024 4:06 pm
- Forum: Dialogue System for Unity
- Topic: Select Closest Usable when Multiple are in Range
- Replies: 1
- Views: 27
Re: Select Closest Usable when Multiple are in Range
Hi, Are you using the Selector component, Proximity Selector, or something else?(The Selector/Proximity Selector aren't mandatory. They're just provided as a convenience if you want to use them.) Assuming you're using a Proximity Selector, you can make a subclass of ProximitySelector and override th...
- Sat May 18, 2024 3:51 pm
- Forum: Dialogue System for Unity
- Topic: Adding images of player and NPC
- Replies: 3
- Views: 33
Re: Adding images of player and NPC
Hi, Assign your portrait images to the actors' Portrait Sprites: actorPortraits.png Then make sure your subtitle panel's Portrait Image is assigned: portraitImage.png If that doesn't work, first look for any errors or warnings in your Console window. If there are no errors or warnings, make sure the...
- Fri May 17, 2024 4:27 pm
- Forum: Dialogue System for Unity
- Topic: How to Skip Entire Cutscenes?
- Replies: 3
- Views: 41
Re: How to Skip Entire Cutscenes?
Glad to help!
- Fri May 17, 2024 2:30 pm
- Forum: Dialogue System for Unity
- Topic: How to Skip Entire Cutscenes?
- Replies: 3
- Views: 41
Re: How to Skip Entire Cutscenes?
Hi, Create an empty dialogue entry node for #3. Set its Sequence to something like: SetDialoguePanel(false); // Hide dialogue UI SetContinueMode(false); // Disable continue button Timeline(play, YourTimeline)->Message(Done); // Play timeline then send "Done" required SetContinueMode(true)@...
- Fri May 17, 2024 11:47 am
- Forum: Dialogue System for Unity
- Topic: Setactive Timeline skips dialogue
- Replies: 3
- Views: 37
Re: Setactive Timeline skips dialogue
Hi,
See this post: https://pixelcrushers.com/phpbb/viewtop ... 406#p37406
It shows how to pause the timeline to click the continue button. You can do a similar thing for response menus.
See this post: https://pixelcrushers.com/phpbb/viewtop ... 406#p37406
It shows how to pause the timeline to click the continue button. You can do a similar thing for response menus.
- Fri May 17, 2024 9:50 am
- Forum: Dialogue System for Unity
- Topic: Setactive Timeline skips dialogue
- Replies: 3
- Views: 37
Re: Setactive Timeline skips dialogue
Hi, Add "{{default}}" (without quotes) to the dialogue entry's Sequence. The conversation will stay on a dialogue entry for the duration of its Sequence. The SetActive() commands run and finish immediately, which means the dialogue entry finishes immediately and the conversation advances i...