Livelychat Bubbles (FF-style)

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Littlenorwegians
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Livelychat Bubbles (FF-style)

Post by Littlenorwegians »

In brief; I am making chat bubbles that function like the ones you see in Final Fantasy games.
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I have figured out all the screenspace stuff needed, but where I struggle with is setting up a system that does two-things.

- If the type message isn't done typing out, it auto completes on any input (I am using the new Unity input system if that's releveant).

- Even if the typing effect is complete, it does not do anything until you hit input again.


I have tried to follow the button setup here, where I added a button to the chat bubble prefab. "You don't have to hook up the OnClick() event. The integration will take care of it" so I've just added a button.

I have everything set up so it does do dialogue and conversation as intended. Just those two items of behaviour that I am struggling with.
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The prefab of the chatbubble
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Tony Li
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Re: Livelychat Bubbles (FF-style)

Post by Tony Li »

Hi,

Take a look at the ChatBubbleSilverContinueFfwd prefab for an example setup. This LCB prefab has a ContinueButton child GameObject with an LCB Continue Button component. If you want it to recognize any input, add a UI Button Key Trigger component to the ContinueButton and tick Any Key Or Button.
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Littlenorwegians
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Re: Livelychat Bubbles (FF-style)

Post by Littlenorwegians »

Thank you, Tony Li.

However, I do not find the prefab "ChatBubbleSilverContinueFfwd" that you mention anywhere?
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I have the plugin installed, as well as the support package, but can't find that prefab. Am I missing something?
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Tony Li
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Re: Livelychat Bubbles (FF-style)

Post by Tony Li »

Sorry, I forgot that I added it in the updated support package in the upcoming release. You can download it here in the meantime:

DS_LivelyChatBubblesSupport_2024-07-26.unitypackage
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Littlenorwegians
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Re: Livelychat Bubbles (FF-style)

Post by Littlenorwegians »

Thank you, Tony Li :)

This works great! There is just one problem I am having. It seems only clicking the text boxes does the intended results. I'd be very happy to have it go on any kind of input (Clicking is fine too, of course) so it works for controller play too.
This might have to do with me using the new Unity inputsystem maybe?

Besides that, it's working brilliantly.
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Tony Li
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Re: Livelychat Bubbles (FF-style)

Post by Tony Li »

Hi,

Add a UI Button Key Trigger component to the prefab's Continue Button child GameObject, and tick its Any Key Or Button checkbox.
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Littlenorwegians
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Re: Livelychat Bubbles (FF-style)

Post by Littlenorwegians »

Thank you! :)

Final piece of the puzzle (sorry to be a bother).
It's working perfectly on keyboard and mouse. But for some reason it is not progressing when I try with a controller.

Like, I did a test here and you can see I progress by hitting jump (spacebar) on keyboard and the dialogue progresses, but not so hitting jump (A-button) on a controller..
Image
Image
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Tony Li
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Re: Livelychat Bubbles (FF-style)

Post by Tony Li »

Hi,

Define an input action that maps to the A (south) button. Register the input action with the Dialogue Manager's Input Device Manager. (See this video or page 5 of the Input_Device_Manager_Manual.pdf included in the Dialogue System.)

Then set the UI Button Key Trigger component's Button Name to that action.

To prevent the player from jumping while dialogue progresses, you may want to disable player movement & camera controls during conversations. See 07:00 of the Interaction Tutorial for steps.
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Littlenorwegians
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Re: Livelychat Bubbles (FF-style)

Post by Littlenorwegians »

Image

Big thankee :D


Bit of an aside, but I am struggling with setting something to be a bark, like
SetPanel(Calico, bark)
You see works.

But when I do
SetPanel(Calico, default) or SetPanel(Calico, 1) or any other number, it seems to do generic grey ones, rather than the textbox you see in the GIF. What am I doing wrong? :)
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Tony Li
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Re: Livelychat Bubbles (FF-style)

Post by Tony Li »

Hi,

Those overhead bubbles are custom subtitle panels for each character. The SetPanel() sequencer command only accepts a subtitle panel number (e.g., one of the gray panels assigned to the dialogue UI's Standard Dialogue UI component > Conversation UI Elements > Subtitle Panels list) or "bark" or "default".

Normally you tell the actor to use a custom panel by adding a Dialogue Actor component and setting it up as in How To: Show Overhead Conversation Bubble Text (but with LCB in your case). Is there an issue with this process that I can help with?
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