Hello!
Use Set Component Enabled On Dialogue Event to disable the Selector during conversations.
Complete instructions are here: How to Set Up the Player (PC).
Search found 20799 matches
- Fri Jan 16, 2015 6:12 am
- Forum: Dialogue System for Unity
- Topic: Default Use message does not dissapear durig the conversation
- Replies: 2
- Views: 746
- Thu Jan 15, 2015 9:06 am
- Forum: Dialogue System for Unity
- Topic: Multiplayer Dialogue
- Replies: 2
- Views: 1111
Multiplayer Dialogue
Hi, The Dialogue System doesn't provide specific features to help with multiplayer, but it doesn't get in the way, either. The UI subsystem is independent of the back-end data subsystem. For the data part, define a variable named "Role" (for example) in your dialogue database. In the NPC d...
- Wed Jan 14, 2015 2:44 pm
- Forum: Dialogue System for Unity
- Topic: multiple alerts at once
- Replies: 2
- Views: 701
multiple alerts at once
Hi, > I am having a bit of trouble getting multiple alerts to show up at once during a single conversation node. That's the way alerts work by default. You can override the dialogue UI class's ShowAlert() method if you want it to work differently. The documentation on overriding the class is here. ...
- Mon Jan 12, 2015 8:56 am
- Forum: Dialogue System for Unity
- Topic: Animator state not changing
- Replies: 1
- Views: 623
Animator state not changing
Two things come to mind to check: 1. Near the bottom of the Unity UI Dialogue UI component, make sure the animator state names are correct in the Animation Transitions section. They should be "Show" and "Hide" if you copied the controller. 2. Make sure the dialogue panel is assig...
- Sun Jan 11, 2015 5:00 am
- Forum: Dialogue System for Unity
- Topic: Branching conversations sending events to PlayMaker
- Replies: 2
- Views: 17827
Branching conversations sending events to PlayMaker
Hi,
FSMEvent() is a sequencer command. It's not a Lua function. If you put it in the Sequence field, you should be good to go.
FSMEvent() is a sequencer command. It's not a Lua function. If you put it in the Sequence field, you should be good to go.
- Fri Jan 09, 2015 2:25 pm
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
Try putting Camera(original) at the very beginning of Node 3's sequence. I had made the assumption earlier that a gameplay script was controlling the camera position every frame. It looks like you're perhaps instead making the camera a child of the player so it follows relative to the player's trans...
- Fri Jan 09, 2015 2:21 pm
- Forum: Dialogue System for Unity
- Topic: Quests outside of conversations
- Replies: 1
- Views: 610
Quests outside of conversations
To use Dialogue System methods, make sure to include the PixelCrushers.DialogueSystem namespace: using PixelCrushers.DialogueSystem; public class MyClass : MonoBehaviour { void Start() { DialogueManager.AddLuaObserver( "Variable['Credits']", LuaWatchFrequency.EveryDialogueEntry, OnCreditsC...
- Fri Jan 09, 2015 8:25 am
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
Okay, glad everything's working. I seem to be doing a wonderful job of timing my replies and edits completely wrong today.
- Fri Jan 09, 2015 8:11 am
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
(I'm replacing my previous reply here since you resolved the issue.) To smoothly move the camera, use the syntax: Camera(angle, subject, duration) where: angle: the camera angle to use subject: the target for the camera angle duration: the amount of time to smoothly move from the camera's current po...
- Thu Jan 08, 2015 3:10 pm
- Forum: Dialogue System for Unity
- Topic: Camera Doesn't Return After Sequence
- Replies: 9
- Views: 1801
Camera Doesn't Return After Sequence
Hi, To move the camera back to its original, pre-conversation position, pass the special keyword 'original' to the Camera() sequencer command. You could set the node's Sequence to this: Camera(mySpecialAngle); required Camera(original)@{{end}} When the node runs, Camera(mySpecialAngle) will immediat...