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.
To enable SLATE support in the Dialogue System, import the package Plugins ► Pixel Crushers ► Dialogue System ► Third Party Support ► SLATE Support.
This will add Dialogue System actions and a sequencer command that plays SLATE cutscenes.
The SLATE Example example scene starts a SLATE cutscene using the SLATE() sequencer command in a Dialogue System Trigger that starts when the scene starts.
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.
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. |
At design time (i.e., not during playmode), the Game view will only show a message that a bark would be played when this action occurs.
The Bark Enhanced action, on the other hand, plays the bark through the actor's bark UI. It pulls the bark text from the actor's Dialogue System Trigger or Bark Trigger rather than a specified Conversation.
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. |
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. |
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. |
The Stop Conversation action stops the current conversation.
The Sequencer Message action sends a message to the Dialogue System's sequencer. For example, dialogue entries in a conversation can listen for a sequencer message in their Sequence fields.
Field | Description |
---|---|
Message | The sequencer message to send. |
Implements sequencer command SLATE(), which plays a SLATE cutscene.
Syntax: SLATE(
cutscene[, nowait|once|cache|pause|resume
[, actor...]])
Description: Plays a SLATE cutscene, loading it from Resources, a registered asset bundle, or Addressables if necessary. To prepare a cutscene prefab, create it and save a prefab inside a Resources folder, asset bundle, or marked as an Addressable. Then provide the name/path to that prefab to this command. Cutscenes can be inactive; this command will activate them.
Parameters:
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. pause
and resume
pause and resume a cutscene.speaker
or listener
. Actors will be assigned to cutscene groups in the order provided.Notes:
Examples:
SLATE(Cutscenes/MyCutscene)
SLATE(Cutscenes/Bow, cache, speaker)
Add a SLATE Sequencer Settings component to your Dialogue Manager to control these settings: