newb a bit lost...

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jsunandmax
Posts: 4
Joined: Fri Nov 29, 2019 9:52 pm

newb a bit lost...

Post by jsunandmax »

Hello, i'm trying to make something like an 'interactive novel' game where there is a character and a big dialogue box.
The player taps, and gets either new dialogue box OR they get new character/bkg/dialogue box.

I have started playing around but running into problems, like cameras pop to strange new location when I run game, not where they were when setup scene.

Has anyone done a simple game like this with this system? Any reference / tutorials you could point me at?

thanks!

ps. I have 3D scene/characters, want 2D dialogue/ui over it.
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: newb a bit lost...

Post by Tony Li »

Hi,

Thanks for using the Dialogue System!

Make sure your camera is tagged "Main Camera". Otherwise the Dialogue System will create a new camera during conversations in case your conversation uses camera control commands.

If you want to change the character's portrait image, you can use the [pic=#] markup tag in your Dialogue Text, or use the SetPortrait() sequencer command. I'll describe the [pic=#] markup tag:

1. Assign images to the actor's Portraits section. Each image will have a number (1, 2, 3, etc.). By default, the conversation will show portrait #1.

2. In your Dialogue Text, when you want to show a different portrait image, include [pic=#] such as "[pic=2]I'm excited!".

If you want to change a 3D character, you can use the SetActive() sequencer command. (More info: Sequences) For example, say you want to hide a character GameObject named "Adam" and show a character GameObject named "Bob". Set the dialogue entry node's Sequence field to:

Code: Select all

SetActive(Adam, false);
SetActive(Bob, true)
jsunandmax
Posts: 4
Joined: Fri Nov 29, 2019 9:52 pm

Re: newb a bit lost...

Post by jsunandmax »

Thanks Tony!
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: newb a bit lost...

Post by Tony Li »

Glad to help! If you have any questions about setting up what I described above, just let me know.
jsunandmax
Posts: 4
Joined: Fri Nov 29, 2019 9:52 pm

Re: newb a bit lost...

Post by jsunandmax »

One more quick Q (couldn't find in docs or tuts),

I want the default behavior for each dialogue to be 'stay there until keypress (or tap on mobile). I understand I can use Camera(Closeup,Char_$name,1);{{default}} for most of my Sequences and it will reference the Default Sequence, but all the examples I found use 'Delay({{end}})' which is not what I want.

any help appreciated, thanks!
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: newb a bit lost...

Post by Tony Li »

Inspect the Dialogue Manager. Set Display Settings > Subtitle Settings > Continue Button to Always. This will make each subtitle wait until the player clicks the dialogue UI's continue button. If you want to allow the player to click or tap anywhere, make the continue button cover the entire screen, and set its Image's Color alpha value to zero to make it invisible.
jsunandmax
Posts: 4
Joined: Fri Nov 29, 2019 9:52 pm

Re: newb a bit lost...

Post by jsunandmax »

In the Dialoge Entry inspector, when I add to Sequence field 'Camera(Closeup,Char_Officegirl,1);' for some text like "hello".....does that mean the camera will look at 'Char_Officegirl' during that text? Or will that be the camera move to LEAVE that text? It doesn't seem to behave correctly either way TBH.

thanks,
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: newb a bit lost...

Post by Tony Li »

'Camera(Closeup,Char_Officegirl,1);'
will move the camera from its current position to a closeup of Char_Officegirl over a 1-second duration.

Since there's no "@" timing information at the end of the command, it will start as soon as the subtitle starts.

At the end of the 1-second duration, it should leave the camera there until another Camera() command moves it or the conversation ends.

I see you messaged me. I'll reply to the your message next.
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