It worked, thanks! I thought only the variables needed the underscores, not the quest name.
Thanks for the help!
Search found 40 matches
- Wed Feb 10, 2021 7:23 am
- Forum: Dialogue System for Unity
- Topic: Quest Bool Field not being recognized
- Replies: 3
- Views: 176
- Tue Feb 09, 2021 7:58 am
- Forum: Dialogue System for Unity
- Topic: Quest Bool Field not being recognized
- Replies: 3
- Views: 176
Quest Bool Field not being recognized
Hello, I've recently started implementing boolean variables inside my quests, because I want them to trigger different dialogue trees for multiple NPCs at once. However, I'm running into a problem. Captura de Tela (33).png At first I place the Boolean variable in the corresponding Quest's Fields. An...
- Wed Feb 03, 2021 12:01 pm
- Forum: Dialogue System for Unity
- Topic: Bark UI Issues
- Replies: 5
- Views: 1442
Re: Bark UI Issues
Hello, I'm having a similar issue. I've tried taking a look at the debug, but it shows no warnings. I did notice, though, that the Alpha in the Bark UI is being forcefully set to 0 during Play mode. The regular Dialogue UI is unaffected by this. I started getting this error after we did a major UI r...
- Mon Jan 04, 2021 12:49 pm
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Use Cinemachine with the Dialogue System
- Replies: 26
- Views: 8361
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
Sorry for the late reply. Here is the code for the Cinemachine Shake script. using System.Collections; using System.Collections.Generic; using UnityEngine; using Cinemachine; public class CinemachineShake : MonoBehaviour { public static CinemachineShake Instance { get; private set; } private Cinemac...
- Sat Dec 19, 2020 4:19 pm
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Use Cinemachine with the Dialogue System
- Replies: 26
- Views: 8361
Re: How To: Use Cinemachine with the Dialogue System
Sorry about that. Here's the full Console Log. Do tell if I need to post something else. To reiterate: the dialogues are the only thing triggering this error so far. NullReferenceException: Object reference not set to an instance of an object CinemachineShake.ShakeCamera (System.Single intensity, Sy...
- Fri Dec 18, 2020 11:49 am
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Use Cinemachine with the Dialogue System
- Replies: 26
- Views: 8361
Re: How To: Use Cinemachine with the Dialogue System
Here's two older prints I had of the error. Sorry if the first one is hard to read.
- Fri Dec 18, 2020 11:08 am
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Use Cinemachine with the Dialogue System
- Replies: 26
- Views: 8361
Re: How To: Use Cinemachine with the Dialogue System
Hello! I couldn't find a similar thrad, but I decided to post here to see if anyone had a similar issue: I'm currently using Cinemachine Shake in a project, but I've faced a problem whenever I enter a Conversation or Bark: the next time the screen shakes, I get a NullReference. The only way I could ...
- Fri Dec 18, 2020 8:21 am
- Forum: Dialogue System for Unity
- Topic: Playing Animations on Dialogue Nodes
- Replies: 13
- Views: 1140
Re: Playing Animations on Dialogue Nodes
It worked! We set up our Playmaker FSMs in a different way and made new, Dialogue-specific Animator nodes without any transitions, as you said. Then we just call the FSM Event through the Dialogue Node.
Thanks for the help!
Thanks for the help!
- Tue Dec 15, 2020 12:42 pm
- Forum: Dialogue System for Unity
- Topic: Playing Animations on Dialogue Nodes
- Replies: 13
- Views: 1140
Re: Playing Animations on Dialogue Nodes
I see. I did as you suggested and managed to find a workaround. Captura de Tela (204).png This is because of the way our Animator is set up - all states are linked to Any State and have Fixed Duration ticked on. All of these states are actually Blend Trees that contain the different Animations (the ...
- Tue Dec 15, 2020 9:52 am
- Forum: Dialogue System for Unity
- Topic: Playing Animations on Dialogue Nodes
- Replies: 13
- Views: 1140
Re: Playing Animations on Dialogue Nodes
Thanks for the quick reply, as always! The messages display as intended and the subject does have a state called "FallLeft" in the Animator. But the animation doesn't play. I found out that by using AnimatorPlayWait, the animation does play, but only for a split second. Could it be some An...