Multiple Dialogue UIs

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
7ports
Posts: 16
Joined: Mon Jun 20, 2022 4:08 pm

Multiple Dialogue UIs

Post by 7ports »

Hello,

I'm wondering if there's a way to have multiple dialogue UIs to a single dialogue manager and to use them depending on the type of conversation or the actors present. I want one that overlays on the screen blocking the normal game view and another that takes up as little space as possible showing the normal game view at the same time as the conversation.


Please let me know if there's anything I could do to make this work, I'm not sure where to really begin.

Cheers,
Raj
User avatar
Tony Li
Posts: 21965
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple Dialogue UIs

Post by Tony Li »

Hi Raj,

Yes. You can add an Override Dialogue UI or Override Display Settings component to either primary participant's GameObject. Whenever a conversation uses that GameObject as a primary participant (conversation actor or conversation conversant), it will use the dialogue UI that you have assigned. Otherwise it will use the dialogue UI assigned to the Dialogue Manager's Display Settings > Dialogue UI field. If both participants have Override Dialogue UI components, the conversation will use the one whose Priority value is highest.
Post Reply