There is that too, but we are looking for the SelectedBlock property, not the selectedBlocks list. Properties are often written in PascalCase, if that helps. Read your build error messages again. Then check the html doc that I linked above and search what they say is missing. Then check the source code again. Basically what I'm doing is the usual troubleshooting flow. Error message -> search for mentioned symbols -> search what is missing or wrong. Once you get the hang of it you can troubleshoot your own problems much faster.
okie, i'll do that thx for help
did you find the cause?
Anyone tell me where can i find the Input Handler of Fungus? I need to change Fungus Input to make compatible with PS4 Joystick. Someone help please
if i change the Input settings of Unity it worked in Editor but input does not work if i play it inside the PS4 so i need to find the InputHandler of Fungus so i can modify it. A help is very much appreciated thanks!
@NickFox2005_ you fix the bug?
People what's that down there? "GameStarted(script) Removed" Wait (script (removed) SetAction(removed)
@Orcan11_twitter Oh, it's the new prefab system. You added those commands, applied to Prefab (or maybe you added them in Prefab edit mode), then removed the blocks. So when you choose not to hide the flow commands as components, you see this.
It's up to you to decide whether it makes sense or not to have the Flowchart as a prefab or not. Personally I'm putting it in a separate scene, but I found it difficult to converse with other scenes (Unity doesn't support cross-scene reference and will not even allow you to use a Character in a different scene to Say something!)
If you go the prefab way, just remember to apply changes to it regularly and save. One advantage is that in your VCS, when you edit the story, you'll only see the Flowchart prefab being changed (even better in Text serialization mode, you'll be able to read your changes), and not the Scene content.
@Patrickuuuu_twitter it seems scripts like DialogInput.cs are manually checking Input.GetButton... However, the scripts have many virtual methods you can override as you need. Otherwise you can always completely replace the script with your own. I find Fungus scripts to be very modular anyway.
Has anyone tried to use the new (Unity 2017) Assembly Definition system with Fungus? Looks like many plugins would benefit from using it. Fungus is a bit special, it has many third party and Editor folders, requiring to create many assembly definitions. Maybe I should make a Pull Request to add nice Assembly Definitions? For now I add them in my project as needed.
Hi @hsandt i successfully change the input for pressing a dialogue and go to next dialogue choices (square and cross button) now i need to find the input for choosing a dialogue (up and down button)
the input for choosing a dialogue is not inside the DialogInput.cs
Ah, never tried a dialogue choice with the keyboard. Check out the related script, but I think it relies on the UI EventSystem's own Horizontal and Vertical input definition.
You can then remap the gamepad inputs to those axis. I often rename them "UI Horizontal" and "UI Vertical" not to confuse them with the motion input, but if you make a narrative game with no free motion it may not matter so much.
i tried and the crazy thing is the result is left and right button instead of up and down button
and when i set it to left and right Horizontal axis didnt work anymore
when i change and modify the Input settings of Vertical, the result is you can choose a dialogue by pressing left and right instead of up and down
Maybe the auto-navigation simply finds those paths as the shortest? Can you debug Ui navigation? (assuming Fungus uses Unity UI selection system)
Hey! The forum uses Muut, it doesn't seem bad: http://fungusgames.com/forum I found a topic about _FungusState with multiple scenes for instance
how the bloody hell do i trigger a cutscene from an object
If you mean a cinematic as in vanilla Unity you must make a Command that runs a Timeline that will move cameras, etc. If you mean starting a Flowchart block when touching a trigger, you make a block with a Trigger condition and put a Collider on the same object marked trigger, and a layer colliding with your main character. Or you may create your custom script with OnTriggerEnter that calls flowchart.ExecuteBlock("blockName").
You can also handle mouse interaction with the Click condition, but I had issues setting the obstruction right, so I made my own mouse to raycast script in the end.
does anyone know about how to create multiple save slots
The conversation command sometimes doesnt work, in places it actually puts out (Character rest left) as a dialogue in the textbox...is it because of invisible space or something else?
anyone using fungus for multiplayer interactions ? how can we achieve this
i hope Fungus will update their platform input support that includes Ps4, Xbox and more
Hey guys, do you guys know if there's a full list of lua commands? I'm having a hard time manipulating the stage, portrait, say, etc. via lua. I need to do this on lua cos i need to create a conversation via txt file so i can easily patch it up. Any help would be appreciated. Thanks a bunch!
Hi, we're looking for developers who can work on game projects in Fungus with us. looking for a long term engagement for our story-based game.
I am trying to make a space shooter game. When I instantiate a laser blast, it is always attached to the player game object. I tried creating another game object to attach the laser blast to, but it always remains stuck with the player. How do I instantiate independent objects?
如何把自己代码里的变量导入进Fungus？或者如何在自己的代码里导入在Fungus里创建的变量？how can i import variables form my codes to fungus？or，how can i import variables form fungus to my codes？my english is ungood，so i write chinese too。
Is there a playmaker expert available?
To clarify: I am working in Fungus, have set up some event managers in Playmaker, but I need some help moving some actions back and forth between them
I cloned the repo, and I can't find the automated tests anywhere in the project. Or anything about using UnityTestTools. I'd appreciate help with this; I want to make sure my changes to the save system haven't broken anything ^^;
Im trying to use fungus as a dialogue system for my rpg. the thing is I use a state machine, so i was wondering. Is there a script that runs when the dialogue is over so so i can hook up there my FSM change state method in there?
Similarly wich part of the code would I need to modify so that if the player gets attacked the dialog inmediately gets interrupted and I again can switch state?
Can Anyone help?
Hey guys, is there any way to do an && in a variable check in the block editor? I have two Items each represented by booleans, and at a point in the game i'd like to check wether the player has one, the other, or both, and show a menu option for each depending on which tiem they have
Right now i'm using a workaround that sets a third variable if they get both items and then adds all three menu options.
Academy of Fetishes
is there any saveslot sport now?
Noob question. I'm just trying to add 2 int variables to create a third int variable. How do I do this in Fungus??? 1+1=(new variable)
Hi everyone. Is there a way to escape characters in say command?