Hi, I'm trying to figure out how to have a conversation between two non-player characters, but for any of the default templates doing so has both characters updating portraits from one subtitle panel.
I have 3 correctly selected subtitle panels, set "Default NPC Subtitle Panel" & "Default PC Subtitle Panel" to none. Apologies if this was already answered, I wasn't able to parse the forums for this exact issue.
Does there need to be an actor/conversant with isPlayer set to true?
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- Posts: 9
- Joined: Fri May 20, 2022 10:15 pm
Re: Does there need to be an actor/conversant with isPlayer set to true?
Hi,
Leave Default NPC Subtitle Panel and Default PC Subtitle Panel assigned.
Assign all 3 subtitle panels to the Subtitle Panels list, and make a note of their Element number (0, 1, 2). This is their panel number.
Then add a Dialogue Actor component to each NPC's GameObject. Set the Actor dropdown. Set Dialogue UI Settings > Subtitle Panel Number to the panel number you want the NPC to appear in.
You can also temporarily use a different subtitle panel for a single dialogue entry node by adding the markup tag [panel=#] to the dialogue text.
Leave Default NPC Subtitle Panel and Default PC Subtitle Panel assigned.
Assign all 3 subtitle panels to the Subtitle Panels list, and make a note of their Element number (0, 1, 2). This is their panel number.
Then add a Dialogue Actor component to each NPC's GameObject. Set the Actor dropdown. Set Dialogue UI Settings > Subtitle Panel Number to the panel number you want the NPC to appear in.
You can also temporarily use a different subtitle panel for a single dialogue entry node by adding the markup tag [panel=#] to the dialogue text.
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- Posts: 9
- Joined: Fri May 20, 2022 10:15 pm
Re: Does there need to be an actor/conversant with isPlayer set to true?
Thank you. I wasn't sure where to place the Dialogue Actor component... much appreciated.