Search found 106 matches

by mgregoirelds
Wed Oct 31, 2018 12:52 am
Forum: Dialogue System for Unity
Topic: Alert display 'nil'
Replies: 4
Views: 980

Re: Alert display 'nil'

Tony Li wrote: Tue Oct 30, 2018 12:25 pm Ultimately it's a bug, and I'll fix it in the next update. I'll send you a patch later today.
Ok, I wasn't sure. For now, I've created the 'Alert' variable in the database and all is good. Thanks Tony!
by mgregoirelds
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 '...
by mgregoirelds
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?
by mgregoirelds
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!
by mgregoirelds
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...
by mgregoirelds
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.
by mgregoirelds
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...
by mgregoirelds
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...
by mgregoirelds
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

Code: Select all

DialogueManager.conversationView.OnConversationContinueAll();
and I'm still having the same issue.
by mgregoirelds
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, ...