When starting a conversation the camera always zooms-in on the speaker. Is there a way to not do that? We are building a top-down game and switching to face zoom-in does revail things the gamer shouldn't see
We are going for the JRPG look with portraits besides the speaker iso a zoom-in on the speaker.
On the Dialogue Manager object, change Display Settings > Camera Settings > Default Sequence to:
Delay({{end}})
or
None()
The default value ("Camera(default)...") moves the camera to each speaker's default camera angle, as you described. The sequence "Delay({{end}})" simply delays without touching the camera. And the sequence "None()" goes straight to the player response menu or next line of dialogue (whichever is next).
For your dialogue UI, you'll want to build a UI or use a prefab that has NPC portrait images. Note that you can use animated portrait images, too.
I have another question: Is there a way to prevent the SequencerCamera from spawning into the scene? It troubles with other cameras and it adds an unnecessary AudioListener.
If you don't need a separate camera for sequences, you can leave the Dialogue Manager's Sequencer Camera field unassigned. It will just use the current main camera in this case.
Otherwise, you can leave the Sequencer Camera GameObject (or prefab) inactive. When the Dialogue System needs to use it, it will instantiate a copy and activate it.
And how does it recognize the main camera? When I assign a camera that doesn't do something it will instantiate one camera for every dialogue I start. This isn't very cool because it will fill up the scene with cameras. When I assign no camera it creates only one sequencer camera but that troubles with our scene view and what is way more bad: It has an additional audio listener! So a way to deactivate the whole camera feature would be really nice.