Ok, I wasn't sure. For now, I've created the 'Alert' variable in the database and all is good. Thanks Tony!
Search found 106 matches
- Wed Oct 31, 2018 12:52 am
- Forum: Dialogue System for Unity
- Topic: Alert display 'nil'
- Replies: 4
- Views: 980
- Tue Oct 30, 2018 12:11 pm
- Forum: Dialogue System for Unity
- Topic: Alert display 'nil'
- Replies: 4
- Views: 980
Re: Alert display 'nil'
If the first dialogue is completed, then isConversationActive should be false, correct? Ahah, yes you are right! Did you remove the Alert variable from your dialogue database? Can you add it back? I think that should fix it. In the next update, I'll make sure that the Dialogue System doesn't show '...
- Mon Oct 29, 2018 5:08 pm
- Forum: Dialogue System for Unity
- Topic: Alert display 'nil'
- Replies: 4
- Views: 980
Alert display 'nil'
Hello Tony, I'm having a weird issue where, after my first dialogue is being shown in the game and is completed, I do have an Alert with 'nil' being displayed. While debugging, I found out that in CheckAlerts(), isConversationActive is set to false. Any idea why this value is set as such?
- Tue Oct 02, 2018 6:53 am
- Forum: Dialogue System for Unity
- Topic: Reference script can't be found upon switching build platforms
- Replies: 2
- Views: 628
Re: Reference script can't be found upon switching build platforms
Hello Tony,
That fixed it (I completely forgot about that define)! Thank you!
That fixed it (I completely forgot about that define)! Thank you!
- Fri Sep 28, 2018 10:55 am
- Forum: Dialogue System for Unity
- Topic: Reference script can't be found upon switching build platforms
- Replies: 2
- Views: 628
Reference script can't be found upon switching build platforms
Hello Tony, I'm experiencing problem with TextMeshPro and Dialogue System when switching platforms. Everytime that I switch platforms to build, I'm getting "The referenced script on this Behaviour (Game Object 'Subtitle Text') is missing" warnings. I'm also getting "The reference scri...
- Tue Sep 04, 2018 10:21 pm
- Forum: Dialogue System for Unity
- Topic: Compile error when importing Unity Bug Reporting package
- Replies: 2
- Views: 482
Re: Compile error when importing Unity Bug Reporting package
That is really strange. I'll be off for two weeks, I will look back at this upon my return. Thanks Tony.
- Tue Sep 04, 2018 3:26 pm
- Forum: Dialogue System for Unity
- Topic: Compile error when importing Unity Bug Reporting package
- Replies: 2
- Views: 482
Compile error when importing Unity Bug Reporting package
Hello Tony, I just integrated a new tool provided by Unity to do bug reporting from within a game. It looks really nice and useful. However, upon importing it, I'm getting the following compile error: Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Editor/Dialogue Editor/Exporters/ChatMapperEx...
- Mon Sep 03, 2018 4:05 pm
- Forum: Dialogue System for Unity
- Topic: Behavior changes with BroadcastMessage ?
- Replies: 8
- Views: 1096
Re: Behavior changes with BroadcastMessage ?
Hello Tony, It looks like the ConversationView::HandleContinueButtonClick() source has changed between 2.0.3 and 2.0.4 ! In fact, I reverted from 2.0.4 private void HandleContinueButtonClick() { waitForContinue = false; if (sequencer.isPlaying) { sequencer.Stop(); } else { FinishSubtitle(); } } to 2...
- Mon Sep 03, 2018 1:54 pm
- Forum: Dialogue System for Unity
- Topic: Behavior changes with BroadcastMessage ?
- Replies: 8
- Views: 1096
Re: Behavior changes with BroadcastMessage ?
Thanks for the answer!
Just for fun, I tested using
and I'm still having the same issue.
Just for fun, I tested using
Code: Select all
DialogueManager.conversationView.OnConversationContinueAll();
- Mon Sep 03, 2018 12:59 pm
- Forum: Dialogue System for Unity
- Topic: Behavior changes with BroadcastMessage ?
- Replies: 8
- Views: 1096
Re: Behavior changes with BroadcastMessage ?
Hello, Can you confirm to me that I can remove the InputDeviceManager component if I add the InputDeviceManagerRewired component to Dialogue Manager? I can't use Continue() as my custom sequencer command is quite complex and lots of thing is happening internally (ProCamera2D targetting and effects, ...