Hi!
First and foremost I just want to say that this is by far one of the best things I have purchased on the unity asset store. It's quite easy and fun to use.
I'm having a bit of an issue with the asset though. I'm currently doing the dialogue for our game and there's a certain instance in our game where we don't want to use any of the camera sequencer stuff(Closeup, etc.). We want the camera to just stay as it's own camera that the player can orbit around. Since the scene is taking place inside of a vehicle and we want the player to freely be able to lookaround with the camera and see the city, while there's also some dialogue going on. Any help would greatly be appreciated and thank you for time.
Camera sequencer
Re: Camera sequencer
Hi,
Thanks for using the Dialogue System!
If you don't use any Camera() commands or related camera-controlling sequencer commands, the conversation won't take control of the camera. (Make sure the camera is tagged MainCamera. Otherwise the Dialogue System will create and activate a temporary camera during the conversation just in case it needs to handle Camera() commands.)
If the issue is that conversations with the player normally disable the player's movements and camera control during the conversation -- for example, by using a Dialogue System Events component on the player -- then don't use the player GameObject as the Dialogue System Trigger's Conversation Actor or Conversation Conversant. Assign a different GameObject, such as an empty dummy GameObject, where you would normally assign the player GameObject.
Thanks for using the Dialogue System!
If you don't use any Camera() commands or related camera-controlling sequencer commands, the conversation won't take control of the camera. (Make sure the camera is tagged MainCamera. Otherwise the Dialogue System will create and activate a temporary camera during the conversation just in case it needs to handle Camera() commands.)
If the issue is that conversations with the player normally disable the player's movements and camera control during the conversation -- for example, by using a Dialogue System Events component on the player -- then don't use the player GameObject as the Dialogue System Trigger's Conversation Actor or Conversation Conversant. Assign a different GameObject, such as an empty dummy GameObject, where you would normally assign the player GameObject.