Hi,
2linescrossed wrote: ↑Sun Sep 10, 2023 10:45 am- For some reason, my script can't recognise any objects in the scene with the right DialogueActors for the OnConversationLine function.
It can still return the right ID and name of the speaker, but even when there's gameobjects/prefabs of the right setting, it doesn't recognise them.
My current theory is that this is because I'm instantiating the objects so it may miss the 'timing' for when the DialogManager looks for the objects in the scene with the right DialogueActors, but I'd appreciate suggestions on what I can do to fix this issue. This is also partially a problem because I think this is also causing another problem where I can't filter my list of conversation scriptable objects because the system doesn't find the right things in the scene.
The DialogueActor component registers itself with the Dialogue System in OnEnable(), overriding any Dialogue Actor that may have previously registered under the same actor name. It unregisters itself in OnDisable().
2linescrossed wrote: ↑Sun Sep 10, 2023 10:45 amI've also been wanting a bit more fine control over the way the subtitles are displayed -
Sometimes the minimum time length for the subtitle is a bit unpleasantly long, is a good way of resolving this checking the length of the subtitle and adjusting the minimum time a subtitle can be shown for?
Each subtitle stays onscreen for the duration of its sequence.
Exception: If you've enabled continue buttons (Dialogue Manager GameObject > Display Settings > Subtitle Settings > Continue Button dropdown), the player may skip ahead before the sequence has finished, or the subtitle may stay onscreen even after the sequence has finished, waiting for the player to click the continue button.
The Dialogue Manager's Display Settings > Camera & Cutscene Settings > Default Sequence is set to:
This delays for a number of seconds specified by the keyword {{end}}. This value is determined by the text length and the values of Subtitle Settings > Subtitle Chars Per Second and Min Subtitle Seconds. If you want to advance sooner, increase Subtitle Chars Per Second and/or decrease Min Subtitle Seconds.
2linescrossed wrote: ↑Sun Sep 10, 2023 10:45 amI'd also like to know how to change text speed since I couldn't find it in the settings.
If you're talking about the typewriter speed, inspect the typewriter effect on the Subtitle Text GameObject. Adjust Characters Per Second. Note: The typewriter's Characters Per Second is not connected to the sequence (e..g, the {{end}} keyword). In you're using {{end}}, make sure Characters Per Second is not less than the Dialogue Manager's Subtitle Settings > Subtitle Chars Per Seconds or the typewriter won't finish before the conversation advances.
If you want to advance as soon as the typewriter finishes, set the Dialogue Manager's Camera & Cutscene Settings > Default Sequence to:
The typewriter effect sends the sequencer message "Typed" when it's done. Note: If you're using Text Animator, see
Text Animator Integration.
Although not rarely used, you can also change the typewriter speed mid-subtitle. There are threads here in the forum on that.