Search found 40 matches

by Strig
Wed Feb 10, 2021 7:23 am
Forum: Dialogue System for Unity
Topic: Quest Bool Field not being recognized
Replies: 3
Views: 176

Re: Quest Bool Field not being recognized

It worked, thanks! I thought only the variables needed the underscores, not the quest name.

Thanks for the help!
by Strig
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...
by Strig
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...
by Strig
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...
by Strig
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...
by Strig
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.
Captura de Tela (356).png
Captura de Tela (356).png (28.14 KiB) Viewed 2374 times
Captura de Tela (260).png
Captura de Tela (260).png (21.91 KiB) Viewed 2374 times
by Strig
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 ...
by Strig
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!
by Strig
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 ...
by Strig
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...