HUD Waypoint

To enable HUD Waypoint support in the Dialogue System, import the package Third Party Support/HUD Waypoint Support. (HUD Waypoint is required.)

HUD Waypoint copyright © Tea & Code.


Setup

The support package will add:

  • A sequencer command to control waypoints
  • A persistent data component for waypoints
  • An example scene based on the Quest Example scene, except this version uses HUD Waypoint

Persistent Waypoint Component

To make a waypoint persistent so its state remains when the game is reloaded or the player changes scenes, add a Persistent Waypoint component (Component > Dialogue System > Third Party Support > HUD Waypoint > Persistent Waypoint).

Set the Variable Name field to a unique variable name that the waypoint will use to store its state.

If this field is blank, it will use the GameObject's name, which must be unique in this case.

To save state across scene changes, make sure your Dialogue Manager has a Level Manager component.


Sequencer Commands

Waypoint()

Note: Provided in Scripts/Third Party Support/HUD Waypoint. Requires HUD Waypoint.

Syntax: Waypoint([subject[, displayStyle[, icon][, color]]])

Description: Controls a waypoint.

Parameters:

  • subject: (Optional) The parent object containing a Waypoint component. The Waypoint component can be on a child object. Default: speaker.
  • displayStyle: (Optional) The display style to use (Normal, Pulsing, or Off). Default: Normal.
  • icon: (Optional) The name of a texture inside a Resources folder to use for the icon. Leave blank to retain the current icon.
  • color: (Optional) The "#rrggbbaa" color to use for the icon and label (e.g., #ff0000ff for solid red). Leave blank to retain the current colors.

Note: This command is useful to change waypoints when the player starts or completes a quest during a conversation. If the player abandons the quest in the quest log window, the window will look for a field on the quest named "Abandon Sequence" and play it. You can use Waypoint() commands in this sequence to turn off any icons that are no longer relevant. You can also use Waypoint() commands in Sequence Triggers outside of conversations.

Examples:

  • Waypoint(Exit Door, Pulsing, Chevron, #ff0000ff) (Sets the Exit Door's waypoint to a red, pulsing chevron.)
  • Waypoint(speaker, off) (Turns off the speaker's waypoint.)

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