Hi, I'm very new to the dialogue system and after looking at the documentation for custom UIs I didn't find a way to make it look like what I want. I'd like the dialogue to animate this way : https://www.youtube.com/watch?v=Oa0qzo9lJ6k
How can I achieve that ? Can the portrait be a non square image ? How can I define a start and end animation ? Thanks in advance, the system is awesome but quite complicated to get around
Trying to make the dialogue look a certain way
Re: Trying to make the dialogue look a certain way
Hi,
There are several parts to this. For the most part, you can follow the Dialogue UI Tutorials. Here's an example scene:
DS_OJOExample_2023-08-08.unitypackage
I moved some UI elements to more closely resemble your example.
To animate the scroll and the appearance of the portrait image, I modified the NPC Subtitle Panel's animations. The animator and animation clips are in the subfolder named SubtitlePanelAnimator. I edited them in Unity's Animation window.
To animate the portrait, I ticked the NPC Subtitle Panel's Use Animated Portraits checkbox. I also ticked Delay Typewriter Until Open. Then I added an Animator the Portrait Image.
To specify what portrait animation to play, I added a Dialogue Actor component to the NPC GameObject and assigned an Animator that animated a Portrait Image. I also set the Dialogue Manager's Camera & Cutscene Settings > Default Sequence to:
The first command plays the Talk animation on the speaker's portrait image.
The second command waits until the typewriter effect sends its message "Typed" and then plays the Idle animation. It's marked "required" to ensure it runs even if the player skips ahead early.
There are several parts to this. For the most part, you can follow the Dialogue UI Tutorials. Here's an example scene:
DS_OJOExample_2023-08-08.unitypackage
I moved some UI elements to more closely resemble your example.
To animate the scroll and the appearance of the portrait image, I modified the NPC Subtitle Panel's animations. The animator and animation clips are in the subfolder named SubtitlePanelAnimator. I edited them in Unity's Animation window.
To animate the portrait, I ticked the NPC Subtitle Panel's Use Animated Portraits checkbox. I also ticked Delay Typewriter Until Open. Then I added an Animator the Portrait Image.
To specify what portrait animation to play, I added a Dialogue Actor component to the NPC GameObject and assigned an Animator that animated a Portrait Image. I also set the Dialogue Manager's Camera & Cutscene Settings > Default Sequence to:
Code: Select all
AnimatorPlay(Talk, speakerportrait);
required AnimatorPlay(Idle, speakerportrait)@Message(Typed);
Delay({{end}})
The second command waits until the typewriter effect sends its message "Typed" and then plays the Idle animation. It's marked "required" to ensure it runs even if the player skips ahead early.
Re: Trying to make the dialogue look a certain way
I can't thank you enough ! Ill get to work, thanks again
Re: Trying to make the dialogue look a certain way
Glad to help! UIs for things like dialogue are often one of the most complex parts of setting up a game, so if you have questions, please let me know.