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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.

+6
Under review

TextMeshPro

Zhav 🇰🇳 9 months ago in Dialogue updated by ProfPivec yesterday at 3:15 a.m. 6

Possibly adding an option/support for TextMeshPro

+4
Under review

Dialogue Module - requested features

Jay Bacal 1 month ago in Dialogue updated by Voinescu Dan 4 weeks 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
Planned

Message input field does not wrap the text

Voinescu Dan 1 month ago in Dialogue updated by Marti (Lead Developer) 4 weeks ago 1

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
Planned

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

Pyro Game Studio 7 months ago in Dialogue updated by Marti (Lead Developer) 1 month 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

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

Dialogue jump to sepcific location on condition

dvr yesterday at 10:21 a.m. in Dialogue 0

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

0
Answered

Actions Do Not Fire for Choices?

Jacob Falling 4 weeks ago in Dialogue updated by Marti (Lead Developer) 3 weeks ago 8

Hello!

It does not seem that any actions placed on choices in choice groups fire, regardless of whether they are set to be before dialogue, after dialogue, or simultaneous. Any actions on the Choice Group dialogue (i.e.the question) which are set to fire after the dialogue do not fire until after the choice is made. Any actions set on the the dialogue answers after the choices fire after the choice is made.

In other words, there seems to be no way to perform an action concurrent with the actual choices in a dialogue.

My use case: I want to set a camera on the person asking a question when the question is asked, but move to the player (or a wide shot) for the answer selection.

Thank you for all of your work. GC and the Dialogue tools are very strong tools!

0
Answered

Automatically skip lines after line is displayed

Voinescu Dan 4 weeks ago in Dialogue updated by Marti (Lead Developer) 4 weeks ago 3

Would it be possible to add an option in dialogue settings, that would enable automatic line change , without having  to click the mouse button?

Example:

Now , to progress through the dialogue , the player has to click every time it wants to see the next line. 

The idea is to not have to click after every line , but to have a timer , that can be set in dialogue settings, that will change to the next line when the timer value reaches zero. 

Something similar to the timer in choices , but for dialogue lines.

0
Answered

dialogue module - What is the Actor Transform field used for?

Jay Bacal 1 month ago in Dialogue updated by Marti (Lead Developer) 1 month ago 1

In the dialogue module, what is the Actor Transform field used for in the message tab?

Thanks,

Jay

0
Fixed

Dialogue Module - First Choice in Choice Group is always highlighted

Jay Bacal 1 month ago in Dialogue updated by Marti (Lead Developer) 1 month ago 3

The first choice in a Choice Group is always highlighted orange.  It stays highlighted even when hovering over other choices (which also highlight orange).  I would like none of the choices to be highlighted initially.  This was the observed behavior in your Create a Dialogue video.


Thanks,

Jay 

0
Under review

Lip Sync

JuliaK 1 month ago in Dialogue updated by Marti (Lead Developer) 1 month ago 3

How does lip synchronization work? I use Lip Sync pro in principle but I don't see how to integrate it. Is there a system integrated into game creator?