Example Scenes

The Examples folder contains scenes that demonstrate various features of the Dialogue System.

If you want to save disk space in your project, you can delete the entire Examples folder without affecting the rest of the Dialogue System.


Art

The Art folder contains assets and prefabs used by the example scenes.

Your purchase also includes:

  • Arteria 3D's Recon Trooper model, a $30 USD value
  • Custom 3D sci-fi environment assets

Your license includes use of these assets for commercial and non-commercial projects.


Feature Demo

The Feature Demo folder contains a playable scene that demonstrates several major features, including:

  • Conversations
  • Barks
  • Quests, including quest tracking
  • Triggers
  • Quick Time Events
  • Text input
  • Save & Load System

In this science fiction scene, you play a lieutenant commanding a squad sent to assassinate the evil Emperor on his star carrier.

  • Private Hart demonstrates a conversation with branching dialogue, quest updates, quick time events (QTEs), and cutscene sequences.
  • Sergeant Graves demonstrates barks with and without cutscene sequences. The selection of barks varies depending on the state of the quest.
  • Terminal demonstrates conversations using a different, computer-themed UI, as well as freeform text input.
  • Dead Guard demonstrates using a conversation to interact with an inanimate object – in this case, a corpse that can be searched for the terminal password.

Internally, Private Hart demonstrates how to offload the Dialogue System components onto a child GameObject named "AI". You can use this technique if you want to minimize the number of components on an NPC's main GameObject.

The subfolder Dialogue Database contains the source Chat Mapper project, the exported XML version of the project, and the dialogue database asset used in the scene.

articy:draft Feature Demo

The subfolder Articy Feature Demo contains the same demo built from an articy:draft project.

Topdown Demo

The subfolder Top Down contains a variation using a three-quarters view and a proximity selector instead of a mouse look selector.

Menu Text Demo

The subfolder Menu Text Demo contains a variation that uses shorter, paraphrased text for the player response menu and longer text when the PC actually delivers a selected line of dialogue.

Feature Demo with Continue Button

The subfolder Feature Demo with Continue Button contains a variation that requires the player to click a Continue button to progress past each line of dialogue.

Multiple Database Example

The subfolder Multiple Database Example contains a variation on the Feature Demo that demonstrates how to add and remove additional dialogue databases. You may want to familiarize yourself with the original Feature Demo scene first, which uses one database named Feature Demo.

This version uses two databases: Dialogue Database 1 and Dialogue Database 2. Dialogue Database 2 contains the dialogue database assets for Sergeant Graves (his actor definition and bark conversation). Dialogue Database 1 contains everything else and is the initial database loaded when the scene starts.

Sergeant Graves has been moved to the far end of the room. A script on a trigger collider named Add Remove DB Trigger adds his database when entered and removes his database when exited.

Note: When using multiple databases, you may need to use the Unique ID Tool to ensure assets' internal ID numbers are unique across the databases.


Bark Example

The Bark Example folder contains a scene between two NPCs who bark at each other.

It demonstrates one method to make NPCs bark at each other, forming a conversation that the player can overhear.

Three NPCs Bark

The subfolder Three NPCs Bark contains a scene that demonstrates another method of making multiple NPCs engage in a series of barks.


Quest Example

The Quest Example folder contains a scene that demonstrates more quests than the Feature Demo, including abandonable and trackable quests, and more features of the Quest System.


Tutorial Example

The Tutorial Example folder contains a scene that demonstrates how to make a tutorial using a conversation.


Computer Input Loop Example

The Computer Input Loop folder contains a scene that demonstrates how read player input in a continuous loop and act on it.


Sequence Example

The Sequence folder contains a scene that plays a cutscene sequence.


Save/Load Example

The Save Load Example folder contains a scene that demonstrates the Save System, including how to load games back to the player's current level.


Mobile Test

The Mobile Test folder contains a simple scene with no graphics except for a very simple conversation UI. It provides a simple way to verify that the Dialogue System is working on your mobile device without having to configure player control, and without any desktop-quality models that would cause lag on mobile devices.


Quick Start

The Quick Start folder contains files for the Quick Start Tutorial.


Camera Angle Studio

The Camera Angle Studio folder contains a scene that you might find helpful when designing camera angles. It contains a subject in a three-point light setup. To design camera angles, open the scene and select Window > Dialogue System > Tools > Camera Angle Editor.

More information: Camera Angle Editor


Lua Example

The Lua Example folder contains a scene that acts as a command line Lua interpreter. When you play the scene, you can enter Lua commands and see the return values.

More information: Lua


Other Examples

The Third Party Support packages each contain their own example scenes.


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