

The second line shows the command at the time it's run, with special keywords such as 'speaker' replaced by their actual values. If you are replacing an existing Prefab, Unity tries to preserve references to the Prefab itself and the individual parts of the Prefab such as child GameObjects and Components. This appears as soon as the dialogue entry node's Sequence is sent to the sequencer. You can replace a Prefab by dragging a new GameObject from the Hierarchy window and dropping it on top of an existing Prefab asset in the Project window. The first line shows the command as the sequencer's parser understands it. There's a reason why sequencer commands show twice in the Console window when you set Debug Level to Info. If you ever need to check your current version number, you can view Plugins / Pixel Crushers / Dialogue System / _README.txt or menu item Tools > Pixel Crushers > Dialogue System > Welcome Window. Here's a direct download: Discover Name Example.īTW, disregard the version 2.0.8 question.

The Dialogue System Extras page has a small script that adds a Lua function that sets Display Name and also updates the cache. If you were to stop and restart the conversation after setting the Display Name field in Lua, the cache would be updated so it would show the correct name. I personally don't mind, but it's probably better to omit them from a public forum.įor efficiency, when the conversation starts it caches the characters' names.
