Welcome to the Game Creator support forum!
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.
Refund Requests will be removed. See our refund policy and send us an email if you think you have a valid claim.
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.
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.
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?
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.
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!
Dialogue gets skipped when communicating and you have a weapon equipped if you attack.
Because i have character controllable turned off you loose control and the conversatin is gone.
Does anyone have a recomendation regarding unequipping a the equipped weapon on dialogie start? Is it possible to do as a condidtion or something in the Game Creator Prefereances menu?
From the Wiki I get you should use Game Creator → Dialogue → Actor to create an Actor.
This does not exist for me.
There is no Game Creator → Dialogue for me.
I can create Dialogues. They are under Game Creator → Other → Dialogue.
But there are no Actors.
I have an found an Actor Script under Assets/Plugins/GameCreator/Dialogue/Mono/Actors/Actor.cs
I use the latest version of Dialogues 1.0.3
I am sorry I was just blind.
Everyone else that got this "problem": You have to create it in the project panel not as an game object in the hierachy tab.
Hello! I have an issue with dialogue.
In my game, when Player enters dialogue, black screen appears over whole screen and only image (actor) of NPC on the left, and dialogue-options on the right.
First problem is, my game doesn't freeze when I enter dialogue, and my character can move freely.
IIf i use scale time action set to 0, the whole game freezes as well as dialogue. (When I built my own UI based dialogue in Unity before purchasing GameCreator, when game froze, UI ran just fine since it appears that UI is not Real Time like Dialogue mode in GameCreator).
Second problem is, that while going through dialogue, it appears that each time dialogue progresses, black UI screen reloads and result is that it flickers (back image is visible for split second).
My goal is to stop the game when entering dialogue "mode" do dialogue, and then unfreeze game on end of dialogue, without any environmental interference while in dialogue mode. In other words, Real Time game to stop, and dialogue to continue out of real time.
I believe this type of dialogue is not uncommon, and there are solutions.
Please be kind to help.
I purchased this item on Jun 6, 2020. Dialogue version: 1.0.2
I am trying to build and I am seeing this Error -
Assets\Plugins\GameCreator\Modules\Editor\AssetModule.cs(24,16): error CS0246: The type or namespace name 'Module' could not be found (are you missing a using directive or an assembly reference?)
Somehow cant figure this out. How do I jump to a specific dialogue location in Dialogue based on a condition check?
Like "After Run" option, but with a condition
Customer support service by UserEcho