Hi,
I have changed the UI for the Quest Dialogue UI and we have moved to another canvas. The question is that we can't asign (dragging in the inspector) the new canvas on the Quest Dialogue UI field at the Quest Machine Configuration Component.
The Unity UI Quest Dialogue UI script is on the new canvas, so it should get the new refence.
Also just in case I've tried with the original canvas component several times, dragging to his right slot on the Quest Dialogue UI field at the Quest Machine Configuration Component.) and it doesn't work either (it doesn't accept the component, when you try dragging doesn't let you insert it).
So basically I can't associate any Dialogue UI on the Quest Machine Configuration Component and now its empty so the Dialogue it doesn't work as never shows up when the player interacts with the quest giver. Any ideas? Thanks,
Quest Dialogue UI
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- Posts: 178
- Joined: Fri Sep 21, 2018 8:38 pm
Re: Quest Dialogue UI
NOTE:
Same happens with Journal UI trying to assign on the Quest Machine Configuration Panel, it doesn't accept the component, so we can't change the UI
Same happens with Journal UI trying to assign on the Quest Machine Configuration Panel, it doesn't accept the component, so we can't change the UI
Re: Quest Dialogue UI
Hi,
Please see "Assigning UIs to Inspector Fields" on page 44 of the manual. Here's the text:
"To assign to Quest Machine’s UI fields (e.g., IQuestDialogueUI), you must drag the component itself, not the
GameObject that contains it. (Technical details: This is because the field is a C# interface, not a regular
class type. The Unity inspector doesn’t normally accept C# interfaces, but Quest Machine uses a custom
property drawer to accept them, the restriction being that you must drag the component itself into the
field.)"
A picture in the manual explains this better than words can.
This quirk is necessary to support a wider range of UI implementations.
Please see "Assigning UIs to Inspector Fields" on page 44 of the manual. Here's the text:
"To assign to Quest Machine’s UI fields (e.g., IQuestDialogueUI), you must drag the component itself, not the
GameObject that contains it. (Technical details: This is because the field is a C# interface, not a regular
class type. The Unity inspector doesn’t normally accept C# interfaces, but Quest Machine uses a custom
property drawer to accept them, the restriction being that you must drag the component itself into the
field.)"
A picture in the manual explains this better than words can.
This quirk is necessary to support a wider range of UI implementations.
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- Posts: 178
- Joined: Fri Sep 21, 2018 8:38 pm
Re: Quest Dialogue UI
It's true, sorry about that, I readed the maual 2 or 3 weeks ago and I forgot about this....
Just one thing, it's related to unity but I don't know how to have opened 2 inspector windows with different focus. Everytime I select one gameobject on the hicherarchy, both inspectors change at the same time and I'm not able to drag from one to another one.
I may don't know how to use 2 or more windows at the same time (with different focus on the inspector
Just one thing, it's related to unity but I don't know how to have opened 2 inspector windows with different focus. Everytime I select one gameobject on the hicherarchy, both inspectors change at the same time and I'm not able to drag from one to another one.
I may don't know how to use 2 or more windows at the same time (with different focus on the inspector
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- Posts: 178
- Joined: Fri Sep 21, 2018 8:38 pm
Re: Quest Dialogue UI
Ok, I got it, locking the window, thanks!!