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.
The support package will add:
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.
Note: Provided in Scripts/Third Party Support/HUD Waypoint
. Requires HUD Waypoint.
Syntax: Waypoint(
[subject[, displayStyle[, icon][, color]]])
Description: Controls a waypoint.
Parameters:
speaker
.Normal
, Pulsing
, or Off
). Default: Normal
.#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.)