This is great! Thank you. One more thing, I assume that since I'm using TextmeshPro, I need to use TMPro and TextMeshProUGUI datatype if I want to use TextMeshPro Text Fields in the scene?
Ah sorry for not being clear with my question. I wanted if I could do the same with my Shop Inventory like what the Inventory can do but in a bigger scale. Here's the image reference:
https://imgur.com/a/hwsYVvp
As you see, there's the shop I want…
Hello again Chris, thanks for the updated source code. I tried using my multi dialog import.cs again(https://imgur.com/a/HlaLLgq) with the updated source code you are using and this is the result:
https://imgur.com/a/yQTAd3w.
https://imgur.com/a/R…
Oh wow! Thanks for the source code! I really appreciate for all the work you've done to help me. I've tested the code and works just fine with a table csv file with no branching path but the one with a branching path doesnt seem to work as intended.…
Alright, I tried what you suggested, and this is what I got. I've made some minor edits with the code and am I doing it right? If it's possible, I'm interested on how you do it the same way as you made that ImportSpeechEditor.cs script in the other …
To clarify, in one of your statements,
"once the end of the block has been reached, create such an Action with those lines fed into the array."
What do you mean by end of the block? and how do I create an Action? Are you referring to cre…
Do I put this line of code anywhere in the new ActionConversationOneOff script?
ActionConversationOneOff conversationAction = ActionConversationOneOff.CreateNew (labelsArray);
Question? Is Yarn Spinner package compatible with Dialogue Systems for …
Oh, so thats why. Ok, I've edited it to match the Speak label field.
I have notice that whenever I import the csv file, the ActionListEditor doesnt seem to change and it appears like as if I didn't import anything. All I have left is this message i…
Hello, sorry for the late reply. I wasn't at work when I received your message.
Yes, I am using the custom script written in that thread.
I don't see the Speaker field in the picture below, but I think it's because my Player line box is ticked.
h…
Alright, I think theres one more thing I need to ask. Is it possible for GameObjects like tables, desk, people, and etc be waypoints without colliding into them that much and stop when they reach a certain vicinity?
Oh sorry for not being clear. The cubes are a visual aid to determine where the waypoint is as its easier to see something if it has a shape. It was originally intended to be just a guide for the NPC to move to an unoccupied space in the game world.…
Ok, I've set my Destination Accuracy to 0 and a Stopping Distance of 1.85. It works for smaller objects like the cube you are seeing in the video but doesn't do well with larger objects like the Larger Cube you see in the video. Is there any way to …
Oh so thats why my links aren't working but maybe this link will work.
NPC Inspector:
https://imgur.com/a/npc-inspector-7LuZsNn
Character Size:
https://imgur.com/a/Fgp0wz2
Video:
https://imgur.com/a/EZYaWV9
Let me know if you find anything wrong…
(Image)
(Edited: there was suppose to be a picture here but its blank in my case. I tried clicking that image icon near the field and insert the url but nothing shows up).
Thank you Chris for the swift response, Yes, I do have Nav Mesh Integration component in my NPC Agent, My character is around this big. (Image)
Here are my NPC's Inspector:
(Image)
(Image)
I see so I need to check Destination Accuracy slid…