Hi would it be possible to set up a system like Night in the Woods with the bubbles in world space above the characters and the choices in the bubble? I'm having a bit of trouble manipulating/customizing your canvas and UI prefabs to work in world space like that. I'm not very knowledgeable with Unity's UI system as it is.
I'm using the trial and the dialogue system seems robust and the quest stuff is a bonus. It seems like an easy buy if I can get the layout to work for my game. https://youtu.be/vdmvi1RAMk8?t=178
Dialogue system like Night in the Woods.
Re: Dialogue system like Night in the Woods.
Hi,
Steps are here: How To: Overhead Conversation Bubble Text
If you want the text to be wiggly like Night in the Woods, in the paid version you can enable TextMesh Pro support and use its text animation feature. (The evaluation version has precompiled DLLs, and they're precompiled without TextMesh Pro support so people who don't have TextMesh Pro in their projects can still try it out.) If you have SuperTextMesh, you can use it instead of TextMesh Pro. They both have decent animation capabilities. As for the bubble itself, you can animate it using regular Unity animation (e.g., scaling, etc.) if you want.
The Dialogue System Extras page has an example scene. Here's a direct link: (download)
Steps are here: How To: Overhead Conversation Bubble Text
If you want the text to be wiggly like Night in the Woods, in the paid version you can enable TextMesh Pro support and use its text animation feature. (The evaluation version has precompiled DLLs, and they're precompiled without TextMesh Pro support so people who don't have TextMesh Pro in their projects can still try it out.) If you have SuperTextMesh, you can use it instead of TextMesh Pro. They both have decent animation capabilities. As for the bubble itself, you can animate it using regular Unity animation (e.g., scaling, etc.) if you want.
The Dialogue System Extras page has an example scene. Here's a direct link: (download)
Re: Dialogue system like Night in the Woods.
Hi thanks for the fast reply. I followed the steps and got it to work for the NPC but i'm having trouble getting it to work for the Player bubble. The standard response menu still shows up. It won't let me add the bubble prefab(which I set as a child of the player)to the Dialogue Actor in the inspector. I tried adding it to the Menu Panel Number > Custom menu Panel, but it won't let me.
In Night in the Woods or the recent game PikuNiku, they have a nifty response menu in the bubble. You can shift choices left and right with the analog stick. I was going to try to make something similar with your system (maybe by using a mask on the text and move two side by side responses through the bubble, but my technical skills are limited. I'm more of an artist and infact i'm mostly just using Playmaker. Anyway is a response interface like that even possible? I'm having a hard time even getting the bubble to show up for the player. haha. It could be a cool future feature. Maybe i'll drop the bubble response menu idea if I can just get the bubbles showing over player's head.
Thanks
In Night in the Woods or the recent game PikuNiku, they have a nifty response menu in the bubble. You can shift choices left and right with the analog stick. I was going to try to make something similar with your system (maybe by using a mask on the text and move two side by side responses through the bubble, but my technical skills are limited. I'm more of an artist and infact i'm mostly just using Playmaker. Anyway is a response interface like that even possible? I'm having a hard time even getting the bubble to show up for the player. haha. It could be a cool future feature. Maybe i'll drop the bubble response menu idea if I can just get the bubbles showing over player's head.
Thanks
Last edited by HeyBud on Sun Jun 30, 2019 4:27 pm, edited 1 time in total.
Re: Dialogue system like Night in the Woods.
Hi,
You're almost there. Take a look at the bubble subtitle example linked in my previous reply. The "Example Bubble Standard UI Menu Panel" prefab is assigned to the player's Custom Menu Panel field. You could use that one, or you could assign the regular "Bubble Standard UI Menu Panel" in the Dialogue System's Prefabs / Standard UI Prefabs / Templates / Bubble folder. They're almost identical.
This means your player will have a custom subtitle panel and a custom menu panel. The Dialogue System uses these rules to decide which panel(s) to use:
You're almost there. Take a look at the bubble subtitle example linked in my previous reply. The "Example Bubble Standard UI Menu Panel" prefab is assigned to the player's Custom Menu Panel field. You could use that one, or you could assign the regular "Bubble Standard UI Menu Panel" in the Dialogue System's Prefabs / Standard UI Prefabs / Templates / Bubble folder. They're almost identical.
This means your player will have a custom subtitle panel and a custom menu panel. The Dialogue System uses these rules to decide which panel(s) to use:
- If the player only has one line and the Dialogue Manager's Input Settings > Always Force Response Menu is unticked and Subtitle Settings > Show PC Subtitles During Line is ticked, the line will appear in the subtitle panel.
- If the player can choose between two or more lines, or if Always Force Response Menu is ticked, the lines will appear in the menu panel.
- When the player chooses a line from the menu, then if Subtitle Settings > Show PC Subtitles During Line is ticked and Skip PC Subtitle After Response Menu is unticked, then the chosen line will appear in the subtitle panel.
Re: Dialogue system like Night in the Woods.
Thank you for your patience and detailed help. I got it working!
Re: Dialogue system like Night in the Woods.
Great! Happy to help.