Hi,
Try this:
Inspect your conversation in the Dialogue Editor.
Select Menu > Conversation Properties.
Tick Override Display Settings > Subtitle Settings. Set Continue Button to Never.
Then tick Sequence Settings. Set Default Sequence to: Continue()@Message(Typed)
Search found 20684 matches
- Sat May 04, 2024 9:01 am
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 29
- Sat May 04, 2024 8:53 am
- Forum: Dialogue System for Unity
- Topic: help,2d selector cannot use
- Replies: 2
- Views: 9
- Sat May 04, 2024 8:51 am
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 1
- Views: 12
Re: Turning off conversation UI for internal dialogue UI
Hi, Yes. You can assign a different dialogue UI (e.g., with a different appearance or even with no visual elements) to the Dialogue System Trigger's Actions > Start Conversation > Override Dialogue UI, or add an Override Dialogue UI component to one of the participants (e.g., internal narrator actor...
- Sat May 04, 2024 8:47 am
- Forum: Dialogue System for Unity
- Topic: OnConversationEnd triggered twice
- Replies: 1
- Views: 14
Re: OnConversationEnd triggered twice
Hi,
Are you using the current version of the Dialogue System?
I think something else might be going on there. It will only send OnConversationEnd if the Dialogue Manager GameObject is different from the actor and conversant GameObjects.
Are you using the current version of the Dialogue System?
I think something else might be going on there. It will only send OnConversationEnd if the Dialogue Manager GameObject is different from the actor and conversant GameObjects.
- Sat May 04, 2024 12:27 am
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 29
Re: Setting Up Tutorial For Players
Hi,
Yes, you can use DialogueLua.GetVariable() to check a Dialogue System variable in C# code, such as:
Yes, you can use DialogueLua.GetVariable() to check a Dialogue System variable in C# code, such as:
Code: Select all
bool DialogueLua.GetVariable("DidTutorial").asBool;
- Fri May 03, 2024 7:04 pm
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 29
Re: Setting Up Tutorial For Players
Hi, Here's how I recommend setting it up: Use a Dialogue System variable to record whether the player has done the tutorial or not (e.g., "DidTutorial"). On your Dialogue System Trigger: Set the Trigger dropdown to OnSaveDataApplied. (This works the same as OnStart except if a saved game i...
- Fri May 03, 2024 2:50 pm
- Forum: Dialogue System for Unity
- Topic: Corgi Engine Dialogue persistent
- Replies: 8
- Views: 61
Re: Corgi Engine Dialogue persistent
Glad you found the issue!
- Fri May 03, 2024 10:45 am
- Forum: Dialogue System for Unity
- Topic: Corgi Engine Dialogue persistent
- Replies: 8
- Views: 61
Re: Corgi Engine Dialogue persistent
Hi,
Is it possible that Corgi's Persistent data system is kicking in?
Is it possible that Corgi's Persistent data system is kicking in?
- Thu May 02, 2024 11:46 pm
- Forum: Dialogue System for Unity
- Topic: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor
- Replies: 6
- Views: 41
Re: How to set DialogueSystemController.overrideGetLocalizedText to work with Dialogue Editor
Hi,
Do it in OnConversationLine(Subtitle). By the time OnConversationLine runs, subtitle.formattedText.text will contain the text that the player will see, without markup tags.
Do it in OnConversationLine(Subtitle). By the time OnConversationLine runs, subtitle.formattedText.text will contain the text that the player will see, without markup tags.
- Thu May 02, 2024 10:50 pm
- Forum: Dialogue System for Unity
- Topic: OnConversationLine not being called when expected
- Replies: 3
- Views: 48
Re: OnConversationLine not being called when expected
Hi,
You can put your OnConversationLine(Subtitle) method on the Dialogue Manager and access subtitle.speakerInfo. That's what the example in How To: Color Actor Name and Indent Text does.
You can put your OnConversationLine(Subtitle) method on the Dialogue Manager and access subtitle.speakerInfo. That's what the example in How To: Color Actor Name and Indent Text does.