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This a place to ask questions, discuss ideas and report bugs. Please, provide your Unity and Game Creator versions as well as clear reproduction steps when opening a topic and full console logs.

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+6
Under review

TextMeshPro

Zhav 🇰🇳 1 year ago in Dialogue updated by ProfPivec 5 months ago 6

Possibly adding an option/support for TextMeshPro

+4
Under review

Dialogue Module - requested features

Jay Bacal 6 months ago in Dialogue updated by Voinescu Dan 6 months ago 2

1) I would really value "copy and paste" functionality for text lines, choice groups and choices.

2) If all choices in a choice group have been shown and subsequently hidden (because the "show once" boxes are checked), I would like to be to jump directly to the next text line in the Dialogue and not display the text in the choice group again.

3) I would like to be able to print the value of a variable in a text line.

Thanks,

Jay

+1

Additional Dialogue Effects

Brandon De VITO 4 weeks ago in Dialogue 0

Hey there! Having finally gotten past all of the core systems, I'm actually world building now, and genuinely enjoying the use of the dialogue system. However, I'm finding the choice between either 'Instantly Appearing' or 'Jumping Typewriting' on the words to be limiting. There wouldn't happen to be additional Dialogue Effects such as 'Fade In' or 'Scroll Reveal' for the dialogue would there?

+1
Under review

Dialogue feature suggestions : lines id / numbering

Dany 5 months ago in Dialogue updated by Marti (Lead Developer) 5 months ago 3

Hi, I want to suggest that lines id / number to be added in the inspector, because having some choice group with no text content is available, jumping back to that choices is hard to manage because the jump to list only show the choices texts. Would love to have the line Id too. 

My work around for now is to add some random text in that choice group first, then select the jump to that random text, then delete the text later.


Can't say enough of how much I love for your work, love you guys, and thank you for making game creator.

Cheers!

+1
Fixed

Message input field does not wrap the text

Voinescu Dan 6 months ago in Dialogue updated by Marti (Lead Developer) 4 months ago 2

The input field does not wrap the text , instead it goes of to the side, truncating the text. This happens if the text character number is larger than the input field width.

Can you please fix this?

+1
Under review

Dialogue UI Flicker

Kaliyo - Arvus Games 10 months ago in Dialogue updated by Marti (Lead Developer) 10 months ago 1

The dialogue UI disappears for like 0,2 second after selecting a choice.
How to reproduce:

Create Dialogue
Add Graphic for background to prefab or use sci-fi example UI
Add Choice in dialogue
Click on Choice
Watch the UI flicker

+1
Planned

Dialogue conditions don't seem to block actions on the dialogue line

Pyro Game Studio 12 months ago in Dialogue updated by Marti (Lead Developer) 6 months ago 10

In the example below:

All the dialogue lines have conditions. However only the last 2 line have actions.

- The "You've returned with the box! Thank you!" dialogue has an action that sets a quest to completed.

- The "Thank you for all your help my friend!" dialogue has an action that sets the character gesture.

In this example all the conditions work perfectly and the dialogues are hidden when they're supposed to be.. however, when the "You've returned with the box! Thank you!" dialogue condition fails its action is still ran and I get this:

Basically the action is trying to set the quest: "return-to-naja" to complete, but it is already completed. Also when the "Thank you for all your help my friend!" dialogue condition fails, the gesture animation still plays even though the dialogue doesn't appear.

I'm using the latest version of the Dialogue module: 0.5.3

NOTE: I did find a work-around by placing the dialogue lines that have actions as a child of empty dialogue lines with no actions and giving those lines a quick autoplay of 0.5. This seems very hacky but it makes my dialogues work properly.

Answer
Marti (Lead Developer) 6 months ago

Hi Pyro. What it's happening is intended by design. If a dialogue line Condition returns false ("You've returned with the box, thank you!") it won't display that line and any of its children. However, it will continue displaying sibling lines below.


The solution to this problem is, as you say at the end, placing the "Thank you for all your help friend" line as a child of the "you've returned with the box. Thank you" line. No need to create empty dialogue lines. So, from what you initially had, all you needed to do is drag the last line and drop it as a child of the "You've returned with the box, thank you" line.


Hope this helps!

0

No IDialogueItem Editor found with instanceID:

Ola Palm Helland 2 weeks ago in Dialogue updated 2 weeks ago 1

After editing a dialogue (adding, removing and moving elements, not sure what triggered it) the dialogue shows a deleted choice in-game that's not visible in the editor, and I get the following error in the console "No IDialogueItem Editor found with instanceID: 19874"

0

Dialogue box placement

fabian.sing 4 weeks ago in Dialogue 0

Would it be possible to have option to display dialogue above characters like the floating message system works ?

0

Dialogue Choice - set first/any choice as active/selected

Phazorknight 1 month ago in Dialogue updated 3 weeks ago 2

I'm having problems with the Dialogue choice.

It works but the choices aren't automatically selected to be navigate-able by gamepad. I have to click on one (and then move the mouse cursor out to not trigger/continue), to get them to be selected and navigate between them with the gamepad / cursor.

I guess the "auto-focus first choice" is not working on my end somehow?
I've tried disabling and re-enabling it, but the behavior did not change.

As my game is supposed to be gamepad only, I'd really appreciate any help or pointers.

Thanks in advance!