I was wondering: is there a best approach to using multiple Dialogue UIs?
Let's say some conversations between two characters would sport an overhead, almost bark-like Speech Bubble UI, while others would include a more "default" one, with actual Response Menu and multiple choices available.
Is there a way to easily set two different Dialogue UIs and arbitrarily switch between them?
I am looking at the Override components for Actors but I'm not sure that's the best way, since I may have the same characters having both types of conversations in different moments of the game.
Two possible solutions I have thought of:
- Having both Dialogue UIs instantiated as children to the main Dialogue Manager Canvas and switch them through script at runtime
- Just swap the involved Actor's Override UI GameObject at runtime when either Dialogue UI have to be enabled