Thanks! I think it works acceptably for what it is but I still like the solutions in the Gamasutra article you posted much better so I'm going to look into seeing what solutions already exist for Unity :)
Thanks for the input, guys. I'd love to do something described in that article, @oxyscythe, but I'm not sure where I'd begin. I did the next best thing which will have to work in the meantime: I changed the material of the character sprite to the Sp…
I just added a bunch of vertices to a navmesh (with 11 vertices) in my scene that works well performance-wise, raising it to 57 and immediately got the behaviour you describe.
Oh yeah... I had added the idle animation clips, but I had put off actually adding the sprites to the animation. All works as intended now. Yet another oversight on my part, thanks for setting me straight!
And thanks :) It's just a one room proof of…
"1. In the dialogue database, the conversation's actor is a player character (i.e., the actor's IsPlayer field is true), and"
Ah yes, this was the issue. In the database under Actors I had named my player character Player instead of the …
I'm sorry, I might be sending you on a wild goose chase here. Changing the Use Dialog State to "Always" from "If Player Involved" made the cursor appear, so I think the issue lies elsewhere with something I did.
Issue: The cursor turns invisible whenever I initiate a conversation, but I can still click on the buttons.
This is with DS 1.3.5 and Unity 4.6b20 using the new Unity UI, but I had the exact same issue in 4.5.4 using the regular Unity GUI.
Not sure …
The solution @Xidore propsed works perfectly. I don't know what I did wrong the first time around, but so far 90% of my issues have been ones that I could have solved with some more basic Unity knowledge :\">
Ugh, yes you are right.
It's one of those situations where I did try that, but when I played it it for some reason kept looping anyway, so I thought that for whatever reason AC took control over the clip and made it loop regardless (that's just dumb…