Search found 40 matches
- Mon Mar 15, 2021 10:56 am
- Forum: Dialogue System for Unity
- Topic: Changing Subtitle Offset at Runtime
- Replies: 5
- Views: 279
Re: Changing Subtitle Offset at Runtime
Hi, thanks for the quick response! Always Face Camera doesn't really seem to work here because my game is topdown with 2D graphics. That's why changing the Offset on the X axis would be ideal, at least from my viewpoint. Would it be better to change the position of the bubble's parent object, then? ...
- Mon Mar 15, 2021 10:29 am
- Forum: Dialogue System for Unity
- Topic: Changing Subtitle Offset at Runtime
- Replies: 5
- Views: 279
Changing Subtitle Offset at Runtime
Hi, I'm having a problem with the Subtitle Panel Offset (I'm using speech bubbles). Currently, I have a Playmaker FSM that turns the character in a top-down view in order to face the direction of an NPC. The problem is, that means the speech bubble is always misaligned. I tried setting the Offset at...
- Wed Feb 24, 2021 5:15 pm
- Forum: Dialogue System for Unity
- Topic: Proximity selector costing a lot
- Replies: 5
- Views: 204
Re: Proximity selector costing a lot
It worked fine! We used our own interaction component to call OnUsable, as you said. For anyone who stumbles upon this thread and is curious, here's a basic hierarchy of an NPC in our game after this: NPC (Parent, with our Interactable Component) > Colliders - Physical Collider (Collisions) - Dialog...
- Wed Feb 24, 2021 3:33 pm
- Forum: Dialogue System for Unity
- Topic: Proximity selector costing a lot
- Replies: 5
- Views: 204
Re: Proximity selector costing a lot
No, as far as I'm aware there aren't any warnings - unless they're hidden by the Dialogue System's own debug warnings. To answer your other questions, we adapted the Selector to obey our internal input system - to put it simply, there's an interaction trigger called by the player's input components ...
- Wed Feb 24, 2021 12:52 pm
- Forum: Dialogue System for Unity
- Topic: Proximity selector costing a lot
- Replies: 5
- Views: 204
Proximity selector costing a lot
Hello, we're doing a few reworks on our game's systems and we recently found this out while testing our FPS count during gameplay: Zx2XRif1tj.png Basically, due to the Update in the Proximity Selector, the game sometimes slows down a full 20 FPS. We're trying to make the game run as smoothly as we c...
- Thu Feb 11, 2021 2:15 pm
- Forum: Dialogue System for Unity
- Topic: Lua Observer not running Delegate
- Replies: 3
- Views: 179
Re: Lua Observer not running Delegate
Hi, thanks for the quick answer! I tried the code, but it throws an exception, as if the variable isn't on the Actor FIelds. But not only it is there, it even gets printed by other scripts without any problem. Dialogue System: Lua code 'return Actor[NPC.CurrentLocation]' threw exception 'Lookup of f...
- Thu Feb 11, 2021 12:45 pm
- Forum: Dialogue System for Unity
- Topic: Lua Observer not running Delegate
- Replies: 3
- Views: 179
Lua Observer not running Delegate
Hello, I'm trying to implement a system that detects where an NPC is supposed to be and places them in the correct area. The system works fine, but now I want to implement a symple fadeout in conjunction with Playmaker. In order to do that, I added a Lua Observer to a simple script on the NPC: Captu...
- Wed Feb 10, 2021 3:16 pm
- Forum: Dialogue System for Unity
- Topic: Setting an NPC active depending on location.
- Replies: 5
- Views: 287
Re: Setting an NPC active depending on location.
So, holding for a frame using a coroutine worked. It now returns the correct value. However, I do have to ask: this means that the values on the Database are all being returned to 0 after Start and then are set to whatever value I assign to them, right? Is there a way I can change this? Captura de T...
- Wed Feb 10, 2021 2:38 pm
- Forum: Dialogue System for Unity
- Topic: Setting an NPC active depending on location.
- Replies: 5
- Views: 287
Re: Setting an NPC active depending on location.
Hello, thanks for the help! At least now I can check the numbers correctly on Debug. Interestingly, both the actor's CurrentLocation and the Player's CurrentLocation are returning 0 at start, even though they've been manually set to 2. Maybe it has to do with me invoking the function on Enable? Ther...
- Wed Feb 10, 2021 1:33 pm
- Forum: Dialogue System for Unity
- Topic: Setting an NPC active depending on location.
- Replies: 5
- Views: 287
Setting an NPC active depending on location.
Hello, I'm trying to get a few NPCs to roam across the map in my game. They'll have a variable inside their Actor that says where their current location is. The way I'm checking it is whether or not the NPC's location (which changes based on conversations) is the same as the player's and if so, it a...