How to Pause Between Dialogue Nodes?

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mrphilipjoel
Posts: 3
Joined: Fri Sep 25, 2020 8:26 pm

How to Pause Between Dialogue Nodes?

Post by mrphilipjoel »

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.

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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to Pause Between Dialogue Nodes?

Post by Tony Li »

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:

Code: Select all

Delay({{end}})
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.
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