Search found 20853 matches
- Thu May 30, 2024 5:41 pm
- Forum: Dialogue System for Unity
- Topic: Localizing Selector Elements
- Replies: 1
- Views: 39
Re: Localizing Selector Elements
Hi, If you've set the Usable's Override Name to 'Shopkeeper', then the Selector will look for a translation in the Text Table assigned to the Dialogue Manager's Display Settings > Localization Settings > Text Table field, in the text table field named 'Shopkeeper'. Same for Override Use Message. The...
- Thu May 30, 2024 5:05 pm
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 11
- Views: 339
Re: Turning off conversation UI for internal dialogue UI
Hi,
Did you assign your dialogue UI to the Dialogue Manager's Display Settings > Dialogue UI field?
Are there any errors or warnings in the Console window?
Did you assign your dialogue UI to the Dialogue Manager's Display Settings > Dialogue UI field?
Are there any errors or warnings in the Console window?
- Thu May 30, 2024 5:03 pm
- Forum: Dialogue System for Unity
- Topic: Super mesh text
- Replies: 1
- Views: 43
Re: Super mesh text
Hi, It's kind of hard to tell, but it looks like maybe that top line of text is attempting to do a drop shadow / underlay in the same color as the background, but it's being rendered on top of the text instead of underneath it. Then again, they might be entirely separate texts being rendered in the ...
- Thu May 30, 2024 5:00 pm
- Forum: Dialogue System for Unity
- Topic: Modifying UI Typewriter audio?
- Replies: 7
- Views: 763
Re: Modifying UI Typewriter audio?
Hi,
If you're looking at the example scene linked above, each actor's min/max pitch is set in the Dialogue Editor window's Actors section:
In the example scene, I added these as custom fields in the Templates section.
If you're looking at the example scene linked above, each actor's min/max pitch is set in the Dialogue Editor window's Actors section:
In the example scene, I added these as custom fields in the Templates section.
- Thu May 30, 2024 11:46 am
- Forum: Dialogue System for Unity
- Topic: Lively Chat Bubbles Continue Button
- Replies: 23
- Views: 2756
Re: Lively Chat Bubbles Continue Button
Hi,
If you're editing a prefab, make sure the LCBContinueButton component's Chat Bubble points to the ChatBubble in the same prefab. If you're editing a scene object, make sure the Chat Bubble field points to the scene object's ChatBubble, not the prefab.
If you're editing a prefab, make sure the LCBContinueButton component's Chat Bubble points to the ChatBubble in the same prefab. If you're editing a scene object, make sure the Chat Bubble field points to the scene object's ChatBubble, not the prefab.
- Wed May 29, 2024 10:27 pm
- Forum: Dialogue System for Unity
- Topic: Animator Converstation using AnimatorPlay
- Replies: 9
- Views: 190
Re: Animator Converstation using AnimatorPlay
Glad to help!
- Wed May 29, 2024 9:45 pm
- Forum: Dialogue System for Unity
- Topic: Animator Converstation using AnimatorPlay
- Replies: 9
- Views: 190
Re: Animator Converstation using AnimatorPlay
Hi,
Do you need that final dialogue entry node? If not, delete it.
If you need it for some reason, include a Continue() sequencer command in its Sequence field. Example:
Do you need that final dialogue entry node? If not, delete it.
If you need it for some reason, include a Continue() sequencer command in its Sequence field. Example:
Code: Select all
required AnimatorPlay(Idle);
Continue()
- Wed May 29, 2024 9:22 pm
- Forum: Dialogue System for Unity
- Topic: A quick question about saves
- Replies: 1
- Views: 36
Re: A quick question about saves
Hi Pete, For saving and loading, untick the Save System component's Save Current Scene checkbox. Then use PixelCrushers.SaveSystem.SaveToSlot(_slot) as you're already doing, PixelCrushers.SaveSystem.LoadFromSlot(_slot) to load and apply saved game data, and PixelCrushers.SaveSystem.ResetGameState() ...
- Wed May 29, 2024 3:27 pm
- Forum: Save System for Opsive Controllers
- Topic: Save System 2.0.6 for Opsive Controllers Released
- Replies: 0
- Views: 17
Save System 2.0.6 for Opsive Controllers Released
Version 2.0.6 is now available on the Asset Store -- and 50% off in the Template Toolkit Sale! Release Notes: Updated for Unity 6. Added Max Save Slot option. By default, negative slot numbers will save in first available positive slot number up to Max Save Slot. Manager can now restore saved data t...
- Wed May 29, 2024 3:24 pm
- Forum: Quest Machine
- Topic: Quest Machine 1.2.46 Released
- Replies: 0
- Views: 20
Quest Machine 1.2.46 Released
Version 1.2.46 is now available on the Asset Store -- and 50% off for a limited time in the Template Toolkit Sale! Release Notes: Updated for Unity 6. Improved: Can now configure Quest Machine Debug section to allow QM exceptions & message system exceptions to help debug user code. Improved: Add...