Greetings,
Is there a simpler way to pause between dialogue nodes in a conversation? Or set a time for how long its displayed? I've been reading through the documentation, and I can't figure how how to set how long a dialogue node is displayed.
What I've done in the meantime, is create a playmaker FSM that pauses the dialogue system for 3 seconds, and then resumes, waits a frame, then pauses again.
How to Pause Between Dialogue Nodes?
Re: How to Pause Between Dialogue Nodes?
Yikes, that's not necessary at all. The solution is much simpler.
A dialogue entry node's subtitle will stay visible for the duration of its Sequence. (More info: Sequences, Tutorial series)
If a dialogue entry node's Sequence field is blank, it will use the Dialogue Manager GameObject's Camera & Cutscene Settings > Default Sequence. The initial value of the Dialogue Manager's Default Sequence is:
This will delay for a duration based on the text length and the Dialogue Manager's Subtitle Settings values.
Note: If you have changed the Dialogue Manager's Subtitle Settings > Continue Button mode to a value such as Always that requires the player to click a continue button, then the subtitle still stay visible until the player clicks the continue button, even if the Sequence has finished.
A dialogue entry node's subtitle will stay visible for the duration of its Sequence. (More info: Sequences, Tutorial series)
If a dialogue entry node's Sequence field is blank, it will use the Dialogue Manager GameObject's Camera & Cutscene Settings > Default Sequence. The initial value of the Dialogue Manager's Default Sequence is:
Code: Select all
Delay({{end}})
Note: If you have changed the Dialogue Manager's Subtitle Settings > Continue Button mode to a value such as Always that requires the player to click a continue button, then the subtitle still stay visible until the player clicks the continue button, even if the Sequence has finished.