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Dialogue System for Unity 1.6.1 Released!

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Version 1.6.1 is now available on the Pixel Crushers customer download site and should be available on the Unity Asset Store in a few days!

 

Version 1.6.1

Core

  • Added: DialogueSystemEvents component.
  • Added: OnPrepareConversationLine(DialogueEntry) message.
  • Improved: AudioWait() sequencer command now resets audio source’s previously-assigned clip when done.
  • Improved: Audio() sequencer command now specifies clip name when it can’t find the named clip.
  • Fixed: LuaInterpreter can now parse negative exponents in numbers (e.g., 1E-5).
  • Fixed: BarkOnIdle now resumes when disabled & re-enabled.
  • Editor:
    • Added lock checkbox to dialogue editor zoom.
    • Inverted direction mouse wheel zooms.
    • Exposed DialogueEditorWindow.OpenDialogueEntry(DialogueDatabase database, int conversationID, int dialogueEntryID)
    • Fixed: In rare cases changes to dialogue database didn’t get saved.
    • Fixed: Editing Sequence fields in editor and Sequence Trigger inspector didn’t save in some cases.
    • Fixed: Dialogue System Trigger didn’t allow you to set a different reference database.
  • CSV Import/Export:
    • Fixed: CSV import of localized text tables hung on certain multiline strings.
    • Fixed: CSV Converter now handles multiline rows with unterminated quotes.
  • Unity UI:
    • Added Wait One Frame & Interrupt Audio Clip checkboxes to typewriter effect.
    • UnityUITimer: Can now subclass to override countdown behavior.
    • Fixed: Include Invalid Entries with Buttons list Unity UI
    • Fixed CanvasGroupAnimator.Hidden clip: could cause 1-frame flash if deactivating while shown then reactivating.
  • Legacy Unity GUI: Fixed navigation when “Show Unused Buttons” was ticked.

Third Party Support

  • Adventure Creator: Added AdventureCreatorBridge option to use AC‘s subtitle toggle.
  • articy:draft:
    • Added option to convert enums (dropdowns) and slots as string names.
    • Exposed ArticyConverter.ConvertExpression(string) method.
    • Fixed error message when destination directory didn’t exist.
  • RPG Kit: Updated OpenShop method/Lua function for RPG Kit 3.1.1+.
  • Third Person Controller: Bridge script now calls rbcc.StopMovement() to stop player when starting conversation.
  • UFPS: Added PauseUFPS script and instructions on using Dialogue System Menu Template with UFPS.
  • UniStorm: Added support to include UniStorm time and weather in saved games.

 


Dialogue System 1.6.2 Released!

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Version 1.6.2 is available for immediate download on the Pixel Crushers customer download site (contact us with your Asset Store invoice number if you need access) and should be available on the Asset Store in 5-7 days!

The highlights of this release are:

  • Fixed a Dialogue Editor serialization bug.
  • More robustly finds actors’ GameObjects when they’re not specified explicitly.
  • Updates to third party support packages, including new SLATE integration.

The full release notes are:

Version 1.6.2
Core

  • Changed: When removing localization fields from template, instances from all assets in database are also cleaned up.
  • Improved: OverrideActorName now also associates GameObject with actor name, making it easier for conversations to find GameObjects for non-primary participants; GameObject name no longer needs to match actor name.
  • Improved: If GameObjects aren’t provided to DialogueManager.StartConversation(), looks for primary actor/conversant’s GameObject in scene.
  • Improved: Quests can now have optional Display Name field to display in UIs instead of Name field.
  • Improved: OnDestroy triggers (including IncrementOnDestroy, PersistentDestructible, etc.) handle application quit gracefully.
  • Improved: AudioWait delays 1 frame to allow previous dialogue entry to finish its sequence cleanup first.
  • Improved: Added QuestLog.SetQuestTrackingAvailable(); QuestLog.SetQuestTracking() also sets tracking available (Trackable) when enabling tracking (Track).
  • Improved: Added recursion limit to Tools.GameObjectHardFind(), which is used to match GameObjects to actor names.
  • Fixed: Build bug with UWP10/Xbox One.
  • Fixed: Unity UI Quest Log Window issues: Windows without entry containers inadvertently showed entries that were in unassigned state; Generic & Mobile styled windows failed to fade in due to an Animator misconfiguration.
  • Dialogue Editor:
    • Fixed: Dialogue Editor serialization issue.
    • Improved: Can reorder quest entries.
    • Improved: Additional database merge option to replace conflicting assets (actors, conversations, etc.) with new version instead of appending.
    • Beta: Search bar in conversation node editor.

Third Party Support

  • Adventure Creator: Updated RefocusResponseMenu action to also auto-focus continue buttons if appropriate, and handle inactive UIs.
  • plyGame: Updated for plyGame 2.8.5; Dialogue System plyBlox events now report separately.
  • Realistic FPS Prefab: Updated for RFPS 1.23.
  • S-Inventory: Updated for RFPS 1.23.
  • SLATE: Introduced integration package.
  • UFPS: Updated for UFPS 1.6.

RelationsInspector Adds Dialogue System for Unity Support!

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Seldom Tools’ RelationsInspector 1.1.2 now has support for the Dialogue System, and it’s currently 50% off!

This great tool produces visual representations of all kinds of hierarchical data in your project. For the Dialogue System, it will show you:

  • What GameObjects in your scene are connected to Dialogue System conversations, barks, or quests. (Documentation)
  • Which conversations your cross-conversation links connect to. (And you can jump straight to the dialogue entry with a single click!) (Documentation)

For example, this screenshot shows which GameObjects in the Quest Example scene are connected to conversations and quests:

[​IMG]

If you have complex dialogue, or any complex data in your project, RelationsInspector looks like a really useful tool. You can get it here:

Dialogue System 1.6.3 Released!

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Version 1.6.3 is available for immediate download on the Pixel Crushers customer download site (contact us with your Asset Store invoice number if you need access) and should be available on the Asset Store in a few days!

This release primarily fixes a save issue with the Dialogue Editor window. All Dialogue System users should update to 1.6.3.

Dialogue System for Unity 1.6.4 Released!

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The Dialogue System for Unity 1.6.4 is now available on the Pixel Crushers customer download site. Contact us with your Unity Asset Store invoice number for access.

It should be available on the Unity Asset Store in a few days!

 

Version 1.6.4

Core

  • Added: OnEnter & OnExit events to RangeTrigger.
  • Added: ResetBarkHistory method to BarkTrigger & BarkOnIdle.
  • Fixed: Dialogue Editor window inappropriately auto-selected the current dialogue entry in the Inspector when switching into playmode even when something else was selected.
  • Fixed: SetEnabledOnDialogueEvent component’s Lua Condition Wizard wasn’t working in Inspector.
  • Improved: LuaInterpreter can now handle exponents with “+” signs such as 1.3E+5 (as well as 1.3E-5 and 1.3E5).
  • Improved: Added string.find() function to LuaInterpreter.
  • Improved: Added continue button support to default (fallback) dialogue UI.
  • Unity UI: Added OnOpen & OnClose events to UnityUIQuestLogWindow inspector; auto-focus also works better now.

Third Party Support

  • Adventure Creator: Updated example scene for AC 1.5.1.
  • Realistic FPS Prefab: Now also saves bullets left in clip in addition to reserve ammo.
  • UFPS: Added Lock Cursor On Start checkbox to FPFreezePlayer.

Dialogue System for Unity 1.6.5 Released!

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The Dialogue System for Unity 1.6.5 is now available on the Pixel Crushers customer download site (contact us with your Unity Asset Store invoice number for access) and should be on the Unity Asset Store in a few days!

 

Version 1.6.5

Core

  • Added: IncrementOnDestroy: Condition.
  • Added: Quest State Indicators. Updated Quest Example scene.
  • Added: Bark sequences can now reference entrytag.
  • Added: DialogueManager.PlaySequence(…entrytag) variant to specify an entrytag.
  • Fixed: Dialogue Editor got out of sync with database after playmode in Unity 5.3+.
  • Fixed: Dialogue Editor reported NullReferenceExceptions in editor while adding new localization fields but before entering field title.
  • Fixed: ConversationTrigger didn’t mark scene dirty when changing conversation selection.

Third Party Support

  • NGUI: Added NGUI Continue Button Fast Forward component.
  • ORK Framework: Added more warning logs in case of typos in Lua functions.

Dialogue System for Unity 1.6.6 Released!

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Version 1.6.6 is now available on the Pixel Crushers customer download site and should be on the Unity Asset Store in 5-7 days. If you’d like access to the customer download site, please contact us with your Unity Asset Store invoice number.

Highlights of this version are:

  • Dialogue entries now have a UnityEvent to which you can assign event handlers.
  • Increment On Destroy can now fire on Disable instead of Destroy, making it useful for pooled objects and other systems that disable instead of destroy objects.
  • Added Letterbox style Unity UI Dialogue UI prefab.
  • Updates to support for Adventure Creator, RPG Kit, and Third Person Controller.

Version 1.6.6

Core

  • Improved: Dialogue entries can now execute UnityEvents.
  • Improved: If quest is updated while quest log window is open, window auto-updates.
  • Improved: QuestStateListeners now support Conditions.
  • Improved: Zoom2D() sequencer command now recognizes ‘original’ keyword.
  • Improved: IncrementOnDestroy now has option to fire on Disable instead of Destroy.
  • Fixed: Bug in PersistentPositionData saving position in levels with periods in their names when Restore Current Level Position was ticked.
  • Unity UI:
    • Added: Letterbox movie subtitle style UI.
    • Fixed: LocalizeUIText.UpdateFieldName wasn’t correctly updating field name.
    • Fixed: LocalizeUIText if using Dialogue Manager’s default localized text table didn’t check if table had requested language.

Third Party Support

  • Adventure Creator: Updated for AC 1.52. ‘Use Adventure Creator Subtitles Setting’ checkbox now defaults to false.
  • Chat Mapper: Converter now doesn’t add AudioWait() commands for Audio Files if the commands are already in the Sequence.
  • RPG Kit: OverheadIconUI now supports IconConditions.
  • Third Person Controller:
    • Bridge now also saves and loads health & shields.
    • Added TPCCameraState() sequencer command.
    • Fixed bug when saving position in levels with periods in their names.
    • Removed deprecated API warnings in Unity 5.3+.

Dialogue System for Unity 1.6.6.3 Released!

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The Dialogue System for Unity 1.6.6.3 is now available on the Pixel Crushers customer download site. (Contact us with your Unity Asset Store invoice number for access.) It should be available on the Unity Asset Store in 5-7 days!

 

Version 1.6.6.3

Core

  • Improved: Bark entries can now have Priority values to prevent lower-priority barks from interrupting higher-priority barks.
  • Unity UI: UnityUITypewriterEffect now supports auto scroll.
  • Changed: For importers, Encoding Type Default now uses your system’s Encoding.Default, not Encoding.Unicode.
  • Added: Encoding type ISO-8859-1 to converters.
  • Dialogue Editor:
    • Improved: Small usability improvements to conversation node editor.
    • Fixed: Adding template fields of custom field types was incorrectly setting type to Text.

Third Party Support

  • Adventure Creator: Added Allow During Conversations checkbox to Bark action; added Check Conversation Active action.
  • articy:draft:
    • Added: Can now specify dropdown type for each dropdown individually.
    • Improved: expression–>Lua converter now doesn’t convert content inside strings.
    • Fixed: Condition and Instruction nodes weren’t assuming proper order by node’s Y-position.
  • Chat Mapper: Converter now supports linking to a conversation’s START entry.
  • CSV: Fixed: Converter wasn’t importing link priorities (all defaulted to Normal).
  • Master Audio: Added MAPlaySound() sequencer command.
  • RPG Kit: Updated item/inventory management Lua functions for RPG Kit 3.1.4. Fixed UI texture references that were unassigned by 3.1.4.
  • S-Inventory: Fixed Realistic FPS Prefab + S-Inventory subpackage; updated example scene for RFPS 1.23.

Dialogue System for Unity 1.6.6.5 Released!

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Version 1.6.6.5 is now available on the Pixel Crushers customer download site (contact us with your Unity Asset Store invoice number if you need access) and should be available on the Unity Asset Store in 5-7 days, possibly a little longer since Unity staff are also busy getting ready for the Unite conference.

Some highlights of this release:

  • Dialogue Editor: You can now specify which custom fields to show in the main part of the inspector instead of just in the All Fields foldout.
  • Unity UI typewriter effect: Now handles <quad> rich text codes and left-to-right (e.g., Arabic) text.
  • Adventure Creator “Dialogue System Conversation” action has more options to give you greater control of how conversations mesh with Adventure Creator.

Version 1.6.6.5
Core

  • Changed: OnSequenceStart & OnSequenceEnd messages are now also sent to Dialogue Manager, not just participants.
  • Improved: LevelManager.RestartGame/GameSaver.RestartGame now automatically update quest tracker HUD.
  • Added: LevelManager.LoadLevel(index) to load by build scene index.
  • Fixed: Bark triggers now don’t report NullReferenceException if destroyed before being initialized.
  • Dialogue Editor:
    • Added: Checkboxes in template to show specific custom fields in main part of inspector.
    • Added: Menu option to automatically split nodes with pipes ( | ) in text into separate nodes.
    • Improved: Watches tab > Watch Variable now lets you choose active variable, not just variables defined in dialogue database.
    • Improved: Added confirmation window when attempting to delete special “Is Item” field.
  • Unity UI:
    • Improved: UnityUITypewriterEffect now handles <quad> rich text code, right-to-left support (Arabic).
    • Improved: Subtitle text, portrait name, and response button text now send OnTextChanged(UnityEngine.UI.Text) message to dialogue UI.
    • Changed: When instantiating response buttons from template, instance names now match response button text.
    • Fixed: If alert line had no panel, alert line didn’t disappear.

Third Party Support

  • articy:draft: Fixed: Convert Slots As dropdown wasn’t saving selection when window closed; in Unity 5.4+ articy converter window now correctly saves settings changes when exiting Unity while converter window is open and docked.
  • Adventure Creator: Added to Conversation action: “Wait until finish?” checkbox, Override Bridge UseDialogState and TakeCameraControl settings.
  • Chat Mapper: Updated to handle Chat Mapper fields of new type “Multiline”.
  • PlayMaker: Added Pause/Unpause actions; updated LoadLevel action to prevent API warnings in Unity 5.3+.

Stranger Games Introduces Arabic Support for Dialogue System / Unity UI

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Stranger Games has just released an Arabic Support for Unity UI package! It handles dynamic text layout without distorting Arabic text, and includes other advanced features such as dynamically loading Arabic fonts only when needed.

And it includes nice Dialogue System integration, supporting things like right-to-left typewriter effects in Unity UI.

Dialogue System for Unity 1.6.7 Released!

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Version 1.6.7 is now available on the Pixel Crushers customer download site, and should be available on the Asset Store in 5-10 days. If you need access to the download site, please contact us with your Unity Asset Store invoice number.

Highlights of this release:

  • Option to show speaker portraits next to dialogue entry nodes in Dialogue Editor.
  • Corgi 2D + 2.5D Platformer Engine support.
  • Many other improvements and bug fixes.

Version 1.6.7

Core

  • Updated for Unity 5.5.
  • Added: Lua Network Commands component to sync variables and quest states to UNET clients.
  • Added: Continue() sequencer command.
  • Added: UpdateTracker() sequencer command.
  • Added: DialogueManager.LastConversationID.
  • Improved: Dialogue Manager now logs warning if trying to load default dialogue UI and it’s missing.
  • Improved: Selector now logs warning if no camera is tagged MainCamera.
  • Changed: No longer runs Lua Script or OnExecute event of first conversation’s first dialogue entry node when preloading resources.
  • Changed: SetContinueMode(true|false|original) added ‘original’ parameter; ‘true’ now sets mode to always instead of reverting to original value.
  • Dialogue Editor:
    – Added: Option to show actor portrait next to each dialogue entry node.
    – Improved: Added Template, Copy & Paste buttons to Conversation fields foldout.
    – Fixed: Interface issues adding/removing dialogue entry localization fields.
  • Unity UI:
    – Improved: UnityUIQuestLogWindow reuses quest template objects to reduce instantiations.
    – Improved: Unity UI animator handling with different timeScales.
    – Fixed: If [position #] tag assigns a response to an element in Buttons list, it no longer also adds template button.
    – Fixed: Gracefully handles null entries in Buttons list.

Third Party Support

  • Adventure Creator: Added Rerun Script After Cutscenes checkbox to bridge.
  • articy:draft: Fixed runtime converter not observing ConvertSlotsAs.ID.
  • Chat Mapper: Added Trackable, Track and Abandonable fields to template; updated converter window for Unity 5.5.
  • Corgi Platformer Engine: Added support.
  • NGUI: Quest log window now reuses quest template objects when possible to reduce instantiations.
  • ORK Framework: Updated inventory management Lua functions for ORK 2.8.0 so you can check, add, & remove weapons & armor in addition to regular items.
  • Realistic FPS Prefab: Invulnerable flag is now included in saved games; bridge now registers actor name with FPS Player transform.
  • Realistic FPS Prefab + S-Inventory: Fixed bug that allowed player to equip even if dropped last of weapon.
  • PlayMaker: Added Set Dialogue UI action.
  • RT-Voice: Added tool window to save audio files at design time; updated to use RT-Voice callbacks & API changes for better responsiveness.
  • TextMesh Pro: Improved animation handling.
  • Third Person Controller: Added TPCAbility() sequencer command; updated bridge and Dialogue System Interactable components for multiplayer support.
  • TextMesh Pro: Updated deprecated API calls.

Dialogue System for Unity 1.6.8 Released!

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Dialogue System 1.6.8 is now available on the Pixel Crushers customer download site and should be available on the Unity Asset Store in 7-10 days. (Contact us with your Unity Asset Store invoice number if you’d like access to the Pixel Crushers customer download site.)

 

Version 1.6.8
Core:

  • Dialogue Editor:
    • Added option: Per-actor colors for conversation nodes.
    • Added option: Show end-stubs on nodes that end conversations.
    • Added: Cross-conversation link indicators show number of cross-conversation emanating from node.
    • Added: Home button to node editor.
    • Improved: Variables section has more user-friendly reorderable list.
    • Improved: Variables section highlights conflicts when variables have the same name.
  • Added: Localize Text Mesh component.
  • Added: Quest Log Window Hotkey component.
  • Added: [LuaScriptWizard] and [LuaConditionsWizard] script variable attributes.
  • Improved: Added several new Continue Button modes to Dialogue Manager. NOTE: Not Before PC & Optional Before PC changed to Not Before PC Autoresponse & Optional Before PC Autoresponse.
  • Improved: Localized Text Table editor now uses flexible height text areas.
  • Improved: Conditions show value of last check at runtime.
  • Improved: Persistent Destructible: Added option to spawn prefab instance when destroyed.
  • Improved: Fade() sequnecer command now also fades over Unity UI.
  • Improved: Persistent Position Data now logs more info when Dialogue Manager’s Debug Level is Info.
  • Improved: AbstractUIResponseMenuControls.ShowResponses is now virtual.
  • Changed: OnBarkStart & OnBarkEnd are now also sent to Dialogue Manager.
  • Changed: Dialogue Manager’s Preload process no longer starts & stops first conversation.
  • Fixed: LuaInterpreter failed to parse trailing semicolons on ‘if…end’ blocks.
  • Fixed: QuestLog.SetTrack() now also updates tracker.
  • Fixed: Addressed Unity 5.6 deprecated API warning for AudioWWW() sequencer command.
  • Fixed: After an entry with Response Menu Sequence, subsequent entries wouldn’t play Response Menu Sequences.
  • Fixed: Intermittent editor issue with Condition drawer.
  • Unity UI:
    • Improved: Typewriter Effect now supports randomized audio clips.
    • Fixed: Response button text now automatically strips pause codes.

Third Party Support:

  • Action-RPG Starter Kit: Improved to handle Mecanim player configurations.
  • Chat Mapper: Added option to reset node positions when importing.
  • ICE: Added integration instructions to manual.
  • ORK Framework: Added Get & Set Quest State steps.
  • Realistic FPS Prefab:
    • Added Save Position checkbox to FPS Lua Bridge. You no longer need to use Persistent Position Data or Persistent Smooth Mouse Look components.
    • Added Persistent Dead Body and Unregister NPC On Destroy components.
    • Updated to handle deprecated OnLevelWasLoaded API.
  • S-Inventory: Fixed bug with persistent item groups and vendors during scene changes; added SInventory Dialogue Events.
  • TextMesh Pro: Updated for new TextMesh Pro version published by Unity Technologies; changed: Deprecated TextToTextMeshPro component.
  • Third Person Controller:
    • Added DamageEvent script for triggering barks & other actions
    • Added tpcDamage() Lua function.
    • Added option to wait specified number of frames before applying save/load data.

Dialogue System for Unity 1.6.9 Released!

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The Dialogue System for Unity version 1.6.9 has been released! You can download it immediately on the Pixel Crushers customer download site. (Contact us with your Unity Asset Store invoice number if you need access.) It should be available on the Unity Asset Store in 5-7 business days.

 

Version 1.6.9

Core

  • Dialogue Editor:
    • Added: Fast Undo for Large Databases checkbox.
    • Added: Separate template menu options Apply Template To Assets, Update Template From Assets.
  • Added: Dialogue Manager Subtitle Settings option: Skip PC Subtitle After Response Menu.
  • Added: Dialogue Manager Alert Settings Chars Per Second, Min Alert Seconds
  • Added: New entrytag option “Conversation ID_Actor Name_Entry ID”.
  • Added: PersistentDataManager/GameSaver/Dialogue Manager option to include location data in save data.
  • Added: DialogueLua.GetConversationField(), MarkDialogueEntryUntouched().
  • Changed: Dialogue Manager makes itself a root GameObject before calling DontDestroyOnLoad.
  • Fixed: Sequencer could report NullReferenceException in some cases if the scene had no MainCamera and no sequencer camera.
  • Fixed: Dialogue Manager now receives OnConversationEnd message when conversation is cancelled.
  • Fixed: Barks were running the Lua Script field twice.
  • Fixed: Sequencer wasn’t recognizing custom sequencer commands in Plugins folder.
  • CSV import/export: Added more robust recovery when encountering invalid links.
  • Unity UI:
    • Improved: Localization of quest group names.
    • Typewriter Effect: Added several enhancements such as ability to skip audio on specific characters.

Third Party Support

  • Adventure Creator: Updated for Adventure Creator 1.56b+.
  • PlayMaker: Get/Set Variable/LuaField actions can now accept int values.
  • Realistic FPS Prefab: Added Control Rotation checkbox in FollowFPSPlayer.
  • TextMesh Pro: Added localization support for arbitrary TextMesh Pro components.

Love/Hate 1.8.6 Released!

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Love/Hate 1.8.6 is now available on the Asset Store!

The major addition in 1.8.6 is that personality traits are now dynamic. When a character sees a friend commit a deed, the character’s personality traits will nudge toward the deed’s traits. The higher the character’s Impressionability setting, the more easily its personality traits are influenced by friends’ deeds.

For example, say a street urchin is adopted by a thief. As the urchin watches the thief commit robberies and burglaries, the urchin’s Lawfulness value may decrease while his Greed value increases.

Another nice improvement is that the Faction Manager inspector now lets you view and edit the runtime faction database.

Version 1.8.6:

  • Changed: Save format now includes factions’ personality trait values.
  • Added: Impressionability value to FactionMember, which changes personality traits based on deeds witnessed.
  • Added: FactionMember.ShareRumor delegate.
  • Added: Rumor.Expire() method.
  • Improved: Faction Manager editor now shows runtime faction database contents.
  • Improved: Added option to not run memory cleanup.
  • Improved: Methods in triggers & StabilizePAD are now protected virtual, not private.
  • Minor API updates for Unity 5.6.

Dialogue System for Unity 1.7.0 Released!

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Version 1.7.0 is now available on the Pixel Crushers customer download site. (Contact us with your Unity Asset Store invoice number if you’d like access.) It should be available on the Asset Store in about 5-7 business days.

Some highlights:

  • Big improvements to the articy:draft importer: support for nested dialogues and flow fragments, voiceover plugin, and localization plugin.
  • Improvements to TextMesh Pro support (better auto-focus, response autonumbering, etc.).
  • New integration packages for Deftly and Rog.

Version 1.7.0
Core

  • Updated to support Unity 2017.1.
  • Changed: CurrentConversationState is now set before OnConversationLine message.
  • Added: Message OnQuestEntryStateChange.
  • Added: {{defaultsequence}} sequencer keyword.
  • Added: AudioWaitOnce() sequencer command.
  • Added: Entrytag formats ActorID_ConvTitle_EntryDescriptor, VoiceOverFile.
  • Improved: Sequence parser is now more robust and memory-efficient.
  • Improved: Lua Console has new option to pause game when open.
  • Improved: IncrementOnDestroy & PersistentDestructible only fire if object is destroyed while application is playing.
  • Fixed: When sending Dialogue System messages (e.g., OnConversationStart) to actor or conversant which is Dialogue Manager, no longer double-sends to Dialogue Manager.
  • Fixed: Actor node color override now also works for player.
  • Unity UI:
    • Added: Wait for Hide Animation checkbox when showing queued alerts.
    • Improved: Optimized Unity UI Quest Tracker for memory and speed.
    • Fixed: ‘Animator is not playing a playable’ warnings.

Third Party Support

  • articy:draft: Now handles articy 3.0 string type; recursive dialogues and flow fragments; voiceover plugin support; localization plugin support.
  • Chat Mapper: ChatMapperProject.ToDialogueDatabase() now does same post-processing as Chat Mapper Converter window.
  • NGUI: Updated deprecated API call in Unity 5.3+.
  • Deftly: Added support.
  • Makinom: Updated for Makinom 1.7.0.
  • ORK Framework: Updated for ORK Framework 2.10.
  • Rog: Added support.
  • RPG Kit: Updated for RPG Kit 3.1.7.
  • RT-Voice: Updated for RT-Voice 2.7.1.
  • TextMesh Pro: Updated for feature parity with Unity UI scripts (better auto focus, response autonumbering, etc.).

Dialogue System for Unity 1.7.1 Released!

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Version 1.7.1 is now available on the Pixel Crushers customer download site. If you need access, please contact us with your Unity Asset Store invoice number. It should be available on the Asset Store in 5-10 business days.

 

Version 1.7.1

Core

  • Changed: Added Hide() method to the IBarkUI interface.
  • Added: Support for actor Display Name. Name and Display Name (and localized versions) now also support [var] and [lua] tags.
  • Added: Dialogue Manager > Bark Settings.
  • Added: Bark Groups.
  • Added: Language text export in Dialogue Editor and Localized Text Tables.
  • Added: Response menu timeout option Select Random Response.
  • Fixed: Parsing error in text with [var] tags immediately followed by certain other tags.
  • Fixed: OnBarkLine sent to Dialogue Manager incorrectly passed speaker instead of subtitle.
  • Dialogue Editor:
    • Timed auto-backups (default is every 10 minutes).
    • Watches tab can now set variable values; added “Add All Variables” menu item.

Third Party Support

  • Updated TextMesh Pro, NGUI, TK2D & DF-GUI bark UIs to add new Hide() method.
  • articy:draft:
    • Added: ArticyEditorTools.FindPortraitTexturesInAssetDatabase().
    • Fixed: Unticked dialogues are now properly excluded from import.
  • ORK Framework: Added UnityUIDialogueUIORKBridge to assist with Unity UI.
  • TalkIt: Added support for design-time and runtime imports.

Dialogue System for Unity 1.7.2 Released

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The Dialogue System for Unity 1.7.2 is now available on the Unity Asset Store!

Version 1.7.2

Core

  • Improved: Added One Per Frame checkbox, addedDatabases/removedDatabases events to ExtraDatabases.
  • Fixed: Sequence parser bug when sequence ended with semicolon followed by blank line.
  • Dialogue Editor: Fixed docked editor issue when double-clicking a different database.

Third Party Support

  • articy:draft: Fixed converter bug that inadvertently excluded dialogue fragments. Added Recursion on/off dropdown.
  • Neverwinter Nights Aurora converter: Converted tokens now use [var] tags instead of [lua] for conciseness.
  • PlayMaker: Added more Dialogue System events.

Dialogue System for Unity 1.7.3 Released!

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Version 1.7.3 is now available on the Unity Asset Store and Pixel Crushers customer download site. This is a small maintenance release with a few fixes and some usability improvements to the editors.

Version 1.7.3
Core

  • Dialogue Editor: Added ‘Center on START’ menu item; fixed inspector lag in Events > OnExecute() section on large databases.
  • Localized Text Table Editor: Added ‘Add Fields To Top’ toggle. (Adds to bottom of list by default.)
  • Improved: Override Actor Name component inspector now supports multi-editing.
  • Fixed: LuaInterpreter didn’t handle double semicolons properly in some cases.
  • Fixed: Now sanitizes Lua code generated for custom fields with parentheses in name.
  • Fixed: Legacy Unity GUI Quest Tracker didn’t observe Show Completed Quest Entry Text checkbox unticked.

Third Party Support

  • PlayMaker: OnConversationResponseMenu now passes MenuTexts to FSM.

Dialogue System for Unity 1.7.4 Released

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Version 1.7.4 is now available on the Pixel Crushers customer download site (contact us with your Unity Asset Store invoice number if you need access) and should be on the Asset Store in 5-10 business days.

This version adds Cinemachine and Timeline Support, a bunch of nice dialogue editor enhancements, and updates to several third party support packages. The Timeline support is pretty cool because you can bind objects at runtime. So you can create, for example, a Dance timeline and assign any two characters to dance at runtime.

Version 1.7.4
Core

  • Added: Cinemachine and Timeline Support (Unity 2017.1+).
  • Dialogue Editor:
    • Added menu item Sort > Reorder IDs.
    • Added menu items Show > Show Participants, Show > Show Full Text On Hover.
    • Added editor setting Show Database Name (available on Database tab).
    • Remembers node editor’s scroll position and zoom level for each conversation.
    • Handles ampersand (&) more gracefully in node editor dropdown menu.
  • Unity UI: Typewriter Effect now handles < size > tags.
  • Improved: Player Setup Wizard now adds Set Component Enabled On Dialogue Event instead of Set Enabled On Dialogue Event.
  • Improved: [LuaScriptWizard] attribute now supports multiline text area.
  • Improved: NavigateOnMouseClick supplemental script ignores clicks on UI.
  • Fixed: Set Enabled On Dialogue Event now handles unassigned entries.
  • Fixed: Localized text table editor Add At Top selection is now persistent; properly opens newly-created fields.
  • Fixed: Default encoding type for runtime importers changed for compatibility with UWP (e.g., Xbox One).

Third Party Support

  • Adventure Creator: Updated for AC 1.58; added Sync Settings section to Adventure Creator Bridge to specify what data to sync between AC and Dialogue System.
  • articy:draft: Now imports variables’ Description property; ConversantEntity property now supports DisplayName; now protects against infinite loops in malformed articy data & prevents duplicate outgoing links.
  • NGUI: Bark UI nnow observes Dialogue Manager’s bark duration settings when bark UI duration is zero.
  • ORK Framework: Updated for ORK 2.13.0.
  • Rogo LipSync: Updated for Rogo LipSync Pro & Lite 1.4. Added new EyeControl() sequencer command.
  • RT-Voice: Updated for RT-Voice 2.81.
  • S-Inventory: Updated for S-Inventory 1.31; added support for S-Inventory Containers; added Destroy On Consume checkbox to S-Inventory + RFPS ConsumablePickups; SInventoryDialogueActor now respects Save Inventory checkbox.

Dialogue System 1.7.5 Released!

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Version 1.7.5 is now available on the Pixel Crushers customer download site (contact us if you need access) and should be on the Unity Asset Store in 5-10 business days!

Core:

  • Added: Dialogue Manager > Instantiate Database checkbox to instantiate copy of Initial Database so you can change it at runtime without affecting asset.
  • Added: Preload Actor Portraits component to prevent stutter on first conversation when using very large portrait images.
  • Added: DialogueManager.GetInputButtonDown delegate for overring default Unity Input.
  • Improved: Removed 1 MB restriction on saved game data size. Now unlimited.
  • Improved: Saved game data (especially when saving SimStatus) is significantly smaller.
  • Improved: Added Show/Hide/Toggle methods to QuestTracker (legacy GUI and Unity UI).
  • Fixed: Conversation Trigger was not always marking the conversation dropdown for saving in the scene.
  • Fixed: UnityUIQuestLogWindow now keeps timeSale in sync when repeatedly opening & closing during slow open/close animations.
  • Fixed: IncrementOnDestroy & PersistentDestructible no longer log (harmless) warnings when stopping playmode.

Third Party Support:

  • Deftly: Added configurable cooldown time to floating text barks.
  • Rewired: Added support.
  • UFPS: Updated to better support Menu Framework.
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