SLATE Cinematic Sequencer

This page describes how to set up the Dialogue System with Paradox Notion's SLATE Cinematic Sequencer. (SLATE is required.)

SLATE Cinematic Sequencer copyright © Paradox Notion.

How to Set Up SLATE Support

To enable SLATE support in the Dialogue System, import the package Third Party Support/SLATE Support.

This will add Dialogue System actions and a sequencer command that plays SLATE cutscenes.

Example Scene

The SLATE Example example scene starts a SLATE cutscene using the SLATE() sequencer command in a Sequence Trigger that starts when the scene starts.

Action Clips

You can add these actions to your SLATE cutscenes. When previewing at design time, actions that produce output (such as Show Alert, Bark, and Start Conversation) will show a stand-in message because their actual output relies on the Dialogue System's runtime environment.

Show Alert

The Show Alert action shows an alert message through the Dialogue Manager's dialogue UI.

Field Description
Message The message to show.
Duration If non-zero, show the alert for this many seconds instead of the default duration.


The Bark action plays a bark. The barker is the GameObject assigned to the actor track.

Field Description
Conversation The conversation containing the bark lines
Bark Order Play the barks sequentially (in this case, the first one) or in random order
Target The optional target of the bark


The Lua action runs Lua code.

Field Description
Lua Code The Lua code to run
Debug Tick to also log the Lua code to the console

Set Quest State

The Set Quest State action sets a quest state and an optional quest entry state.

Field Description
Quest The quest to change
Quest State The new quest state
Quest Entry The quest entry to set (leave at -1 to not set a quest entry)
Quest Entry State The new state for the quest entry

Start Conversation

The Start Conversation action starts a conversation. The actor is the GameObject assigned to the actor track.

Field Description
Conversation The conversation to start
Conversant The conversant
Dialogue Entry The dialogue entry to start at. Leave at -1 to start at the beginning

Stop Conversation

The Stop Conversation action stops the current conversation.

Sequencer Commands


Implements sequencer command SLATE(), which plays a SLATE cutscene.

Syntax: SLATE(cutscene[, nowait|once|cache[, actor...]])

Description: Plays a SLATE cutscene, loading it from Resources if necessary. To prepare a cutscene prefab, create it and save a prefab inside a Resources folder or asset bundle. Then provide the path to that prefab to this command. Cutscenes can be inactive; this command will activate them.


  • cutscene: The cutscene to play. If loading from Resources or an asset bundle, provide the full path under Resources.
  • nowait|once|cache: (Optional) If once, the cutscene is unloaded from memory when done playing; if cache, it's kept in memory. Use once for cutscenes that only play once, such as a unique one-off sequence. Use cache for generic cutscenes that may be used again, such as a generic body gesture. Defaults to cache. Cutscenes in the scene (not loaded from Resources) are never unloaded. nowait specifies to let the cutscene run in the background; this is only valid for cutscenes in the scene, not loaded from Resources.
  • actor: (Optional): The name of a GameObject in the scene, or speaker or listener. Actors will be assigned to cutscene groups in the order provided.


  • Prefab cutscenes don't remember the actors assigned to their groups. You have to specify them in the sequencer command. This also allows you to bind different objects to groups at runtime. You can provide any number of actor parameters to this command.


  • SLATE(Cutscenes/MyCutscene)
    • Plays the cutscene "Cutscenes/MyCutscene" located in the scene or inside a Resources folder.
  • SLATE(Cutscenes/Bow, cache, speaker)
    • Plays the cutscene "Cutscenes/Bow" using the speaker as the actor for the first actor group. Keeps the sequence in memory for re-use.

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