To clarify: are you saying that I should use a different dialogue UI for any conversation that plays in a timeline, specifically one that doesn't have a continue button? Because I'm not sure how I would go about doing that.
Right now I have a single dialogue manager in my scene, which has my default UI (with continue button) linked to it. This is necessary since the scene also contains player-controlled conversations where the continue button is required. But there are also several timelines in the scene, where I have recorded voice lines and will eventually have mocapped animations - so these are cutscenes, essentially - where I don't want the continue button as that allows the user to forward the subtitles without forwarding the cutscene.
Up until now I've always done this by overriding the display settings for these cutscene conversations to have the continue button set to "Never". This is very simple and works
almost perfectly. The only issue with it is dialogue states without text, where the previous subtitles keep showing.
If I interpret your response correctly, this is not the correct approach? What I should be doing instead is:
- Create a separate dialogue UI, without a continue button;
- "Override the UI" for cutscene conversations, so to speak, so they use this separate UI instead of the default one set in my dialogue manager;
- No override display settings needed for my cutscene conversations.
And then I leave my single Dialogue Manager with its standard UI in the scene, and my regular (=non-cutscene) conversations will keep working as normal.
If this is indeed the correct interpretation, I'm not sure how to assign a different UI to my cutscene conversations. I'm also curious as to why this approach is preferable to just setting the continue button to always, which does what I want 99% of the time and seems simpler. Why does this not work with empty states? What is the use case for setting a continue button to "never" then?
(Rereading the above, the tone of my response feels a bit snarky to me, I can't seem to manage to phrase it in a way that it doesn't. It certainly isn't my intention, I'm genuinely just trying to be clear in what I mean and understand the correct approach - and the reasons for the design decision, to a lesser extent.)