Two different dialogues executing at the same time

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
scratchyback
Posts: 8
Joined: Sun Apr 05, 2015 12:28 pm

Two different dialogues executing at the same time

Post by scratchyback »

Hello,

We are making a game where in one scene a player could have two conversations at the same time with two different NPC's. There would be the main dialogue, with its own UI and own conversation, and while the player is handling that, the phone could ring and a different dialogue has to start up with also its own UI. So two interactive dialogues on different sides of the screen.

Is this in any way possible and if so....could you point us in the right direction?

Thanks!
User avatar
Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Two different dialogues executing at the same time

Post by Tony Li »

Hi,

Yes, tick the Dialogue Manager's Allow Simultaneous Conversations checkbox, and configure at least one of the conversations to use an Override Dialogue UI (or an Override Display Settings if you want to override more behavior than just the UI).

Here's an example scene that was made for a similar request: TurnBasedMultipleConversationExample_2017-02-23.unitypackage

If you use continue buttons, this updated version demonstrates the same thing with continue buttons: ContinueSpecificConversationExample_2017-06-14.unitypackage

It runs four simultaneous conversations in their own UIs.
scratchyback
Posts: 8
Joined: Sun Apr 05, 2015 12:28 pm

Re: Two different dialogues executing at the same time

Post by scratchyback »

Thanks a lot! We have tried this and thanks to your extensive examples we had it u and running in no time. It works perfectly.
User avatar
Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Two different dialogues executing at the same time

Post by Tony Li »

Great! Thanks for letting me know.
irve
Posts: 53
Joined: Fri Jan 15, 2016 9:35 am

Re: Two different dialogues executing at the same time

Post by irve »

Noticed: If you get around, there's a confusing explanation in documentation:

Code: Select all

bool PixelCrushers.DialogueSystem.DialogueSystemController.allowSimultaneousConversations = false
-- "Set true to include sim status for each dialogue entry."

;)
User avatar
Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Two different dialogues executing at the same time

Post by Tony Li »

Thanks for reporting it. I'll fix it in the next release.
Post Reply