Man2 is an NPC. NPCs have portrait images like this image.
Player has a panel without an image, like talking to someone without showing their own face. The player has a base panel and a monologue panel, which are used for monologues and conversations with NPCs.
NPCs use the VN Template UI for conversations.
Save system & Trigger
Re: Save system & Trigger
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Re: Save system & Trigger
If I understand correctly, you can use the same VN dialogue UI for everything.
Inspect the PC Subtitle Panel and remove the Portrait Image. Also remove the Response Menu Panel's Portrait Image if it has one.
Then add another subtitle panel by duplicating the PC Subtitle Panel. Name it Narrator Subtitle Panel. Assign it to the dialogue UI's StandardDialogueUI component > Conversation UI Elements > Subtitle Panels list. Make a note of its element number (e.g., 3).
Add a Narrator actor to your dialogue database. Use this actor for your narrator conversations.
Add an empty child GameObject named Narrator to the Dialogue Manager GameObject. Add a Dialogue Actor component to it. Set the Actor dropdown to Narrator. Set Dialogue UI Settings > Subtitle Panel Number to the Narrator Subtitle Panel's element number (e.g., 3).
Using this setup, you don't need to use Override Dialogue UI.
Inspect the PC Subtitle Panel and remove the Portrait Image. Also remove the Response Menu Panel's Portrait Image if it has one.
Then add another subtitle panel by duplicating the PC Subtitle Panel. Name it Narrator Subtitle Panel. Assign it to the dialogue UI's StandardDialogueUI component > Conversation UI Elements > Subtitle Panels list. Make a note of its element number (e.g., 3).
Add a Narrator actor to your dialogue database. Use this actor for your narrator conversations.
Add an empty child GameObject named Narrator to the Dialogue Manager GameObject. Add a Dialogue Actor component to it. Set the Actor dropdown to Narrator. Set Dialogue UI Settings > Subtitle Panel Number to the Narrator Subtitle Panel's element number (e.g., 3).
Using this setup, you don't need to use Override Dialogue UI.
Re: Save system & Trigger
I think... I didn’t explain it clearly.
I’m already using the method you suggested. The Narrator and Player each have their own separate panels.
NPCs have three portrait positions: center, left, and right.
- In a 1:1 conversation, the NPC uses a VN panel with the portrait centered, while the PC uses a panel without a portrait.
- In a 1:2 conversation, where the PC is talking to two NPCs, the NPCs' portraits appear on the left and right, using the VN Template.
Howwver, the PC uses a panel with the same design as the NPCs' panel but without an image.
As you know, the Narrator uses a separate panel with a different design.
In the VN UI, NPC subtitle panels share the same Text Panel, which causes the Narrator to overlap with them.
So, I created separate custom Dialogue UI for the Narrator, PC, and Hint...
Is there a better way to handle this?
Or if you have any references, please?
Thank you in advance!
I’m already using the method you suggested. The Narrator and Player each have their own separate panels.
NPCs have three portrait positions: center, left, and right.
- In a 1:1 conversation, the NPC uses a VN panel with the portrait centered, while the PC uses a panel without a portrait.
- In a 1:2 conversation, where the PC is talking to two NPCs, the NPCs' portraits appear on the left and right, using the VN Template.
Howwver, the PC uses a panel with the same design as the NPCs' panel but without an image.
As you know, the Narrator uses a separate panel with a different design.
In the VN UI, NPC subtitle panels share the same Text Panel, which causes the Narrator to overlap with them.
So, I created separate custom Dialogue UI for the Narrator, PC, and Hint...
Is there a better way to handle this?
Or if you have any references, please?
Thank you in advance!
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Re: Save system & Trigger
Is there really no such feature? I wasn't aware of that. I'm sorry.
I thought it was possible to switch between different Dialogue UIs within a single conversation. I was foolish.
It seems that only one Dialogue UI can be used in a conversation.
If so, is there a way to switch between the text panel used by NPCs and the text panel used by the Narrator within the VN panel?
I thought it was possible to switch between different Dialogue UIs within a single conversation. I was foolish.
It seems that only one Dialogue UI can be used in a conversation.
If so, is there a way to switch between the text panel used by NPCs and the text panel used by the Narrator within the VN panel?
Re: Save system & Trigger
Hi,
Yes, there are several ways to switch subtitles or the entire dialogue UI in the middle of the conversation.
To make a character use a different subtitle panel from the one it's currently using, use the [panel=#] markup tag in Dialogue Text to change it only for a single dialogue entry. Or use the SetPanel() sequencer command to change it for the remainder of the conversation.
To tell different actors to use different subtitle panels by default, use Dialogue Actor components like I described in a previous reply.
To use a different dialogue UI for an entire conversation, assign the dialogue UI to the Dialogue System Trigger's Override Dialogue UI field, or add an Override Dialogue UI component to one of the conversation participants and assign the dialogue UI.
To change dialogue UIs mid-conversation, in C# assign a dialogue UI to DialogueManager.conversationView.dialogueUI.
Yes, there are several ways to switch subtitles or the entire dialogue UI in the middle of the conversation.
To make a character use a different subtitle panel from the one it's currently using, use the [panel=#] markup tag in Dialogue Text to change it only for a single dialogue entry. Or use the SetPanel() sequencer command to change it for the remainder of the conversation.
To tell different actors to use different subtitle panels by default, use Dialogue Actor components like I described in a previous reply.
To use a different dialogue UI for an entire conversation, assign the dialogue UI to the Dialogue System Trigger's Override Dialogue UI field, or add an Override Dialogue UI component to one of the conversation participants and assign the dialogue UI.
To change dialogue UIs mid-conversation, in C# assign a dialogue UI to DialogueManager.conversationView.dialogueUI.
Re: Save system & Trigger
Hello. It turned out to be a very, very easy method... There was a very simple way; just disable the VN Text panel when the narrator subtitle panel opens. I guess I was overthinking it.
It's working well now. Thank you.
It's working well now. Thank you.
Re: Save system & Trigger
Glad you got it working the way you want! 
