I'm loving the Dialogue System so far - It's a very sleek and intuitive system.
There was one thing that I've been trying to figure out how to do, however. While an NPC is talking, the Response Menu Panel (RMP) hides. After the NPC has spoken, it takes several seconds for the RMP to unhide and show the next series of player responses. I was wondering if it was possible to modify this delay time at all?
Thanks!
Response Menu Delay Time
Re: Response Menu Delay Time
Hi,
Sure! Inspect the Dialogue Manager GameObject. Set Display Settings > Subtitle Settings > Min Subtitle Seconds to a lower value, such as 0.5 (or even 0). Set Subtitle Chars Per Second to the same value as the subtitle text's typewriter effect, which defaults to 50.
Longer explanation:
The delay is determined by the Dialogue Manager's Default Sequence, which starts at:
This makes the sequence delay for the duration of the special keyword {{end}}. The value of this keyword is determined by the text length and the Subtitle Settings values I mentioned above.
BTW, if a dialogue entry node's Sequence field is non-blank, it takes precedence over the Dialogue Manager's Default Sequence. You can read more about sequences here: Cutscene Sequences
Sure! Inspect the Dialogue Manager GameObject. Set Display Settings > Subtitle Settings > Min Subtitle Seconds to a lower value, such as 0.5 (or even 0). Set Subtitle Chars Per Second to the same value as the subtitle text's typewriter effect, which defaults to 50.
Longer explanation:
The delay is determined by the Dialogue Manager's Default Sequence, which starts at:
Code: Select all
Delay({{end}})
BTW, if a dialogue entry node's Sequence field is non-blank, it takes precedence over the Dialogue Manager's Default Sequence. You can read more about sequences here: Cutscene Sequences
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Re: Response Menu Delay Time
Brilliant! This worked really well, I've managed to tweak the settings you mentioned to give a nice result. Thank you for taking the time to explain it!
Re: Response Menu Delay Time
Happy to help!