Hi Tony -
I have the dialogue system up and running and am now migrating the text over to audio. I just dragged the audio into the sequence field and it works well. I am not sure how to turn off the text which is duplicating the audio/speech. Also is it possible to turn off only the NPC text and /or player?
Thanks
Rick
Using Audio instead of text
Re: Using Audio instead of text
Hi Rick,
You can tick/untick the Dialogue Manager's Display Settings > Subtitle Settings > Show NPC Subtitles During Line and/or Show PC Subtitles During Line.
You can tick/untick the Dialogue Manager's Display Settings > Subtitle Settings > Show NPC Subtitles During Line and/or Show PC Subtitles During Line.
Re: Using Audio instead of text
I was able to get the dialogue conversation removed and my game object only plays the audio.
I ticked and unticked pretty much everything that I thought would remove the actual image where the dialogue used to show. I was using the "Runic" Standard Dialogue UI. I selected "None" in the Display Settings/Dialogue UI and I am still getting the Runic image.
I also changed the main panel and subpanel elements to "none" and I am still getting the Runic image.
What am I missing ?
Thanks
Rick
I ticked and unticked pretty much everything that I thought would remove the actual image where the dialogue used to show. I was using the "Runic" Standard Dialogue UI. I selected "None" in the Display Settings/Dialogue UI and I am still getting the Runic image.
I also changed the main panel and subpanel elements to "none" and I am still getting the Runic image.
What am I missing ?
Thanks
Rick
Re: Using Audio instead of text
Hi Rick,
Assign the Basic Standard Dialogue UI prefab to the Dialogue Manager's Dialogue UI field.
Also check the Dialogue Manager's Canvas. If there's an instance of the Runic UI, you can delete it.
The Basic Standard Dialogue UI doesn't have a visible Dialogue Panel (i.e., a background panel shown behind/encompassing subtitle panels and menu panels). The Runic UI does have a visible Dialogue Panel. When a conversation starts, it always shows the Dialogue Panel (if there's a visible one).
Assign the Basic Standard Dialogue UI prefab to the Dialogue Manager's Dialogue UI field.
Also check the Dialogue Manager's Canvas. If there's an instance of the Runic UI, you can delete it.
The Basic Standard Dialogue UI doesn't have a visible Dialogue Panel (i.e., a background panel shown behind/encompassing subtitle panels and menu panels). The Runic UI does have a visible Dialogue Panel. When a conversation starts, it always shows the Dialogue Panel (if there's a visible one).
Re: Using Audio instead of text
Hi Tony -
That worked, thank you , it's very much appreciated!
Rick
That worked, thank you , it's very much appreciated!
Rick
Re: Using Audio instead of text
Glad to help!
Re: Using Audio instead of text
Just one more thing, and no more questions today
I am using the Basic Standard Dialogue UI as you suggested. Audio is working fine. I would however, like to change the response panel to to another image or use the Runic image. Can I do this without building a new custom UI ?
Thanks
RIck
I am using the Basic Standard Dialogue UI as you suggested. Audio is working fine. I would however, like to change the response panel to to another image or use the Runic image. Can I do this without building a new custom UI ?
Thanks
RIck
Re: Using Audio instead of text
No, but you don't have to build the custom UI from scratch. You can edit your instance/copy of the Basic Standard Dialogue UI prefab and assign the Runic UI's images to the Response Menu Panel. You might want to fiddle around with the UI elements' positioning a bit, too, but that's up to you.
Re: Using Audio instead of text
That sounds good, thanks again.