[Solved] Conversation / Dialogue <--> Using bark system

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Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

[Solved] Conversation / Dialogue <--> Using bark system

Post by Japtor »

Hi all,

Is there a possibility to make the conversation/dialogue using the bark system?

Thanks,
Javier.
Last edited by Japtor on Mon Jul 23, 2018 6:46 am, edited 1 time in total.
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: Conversation / Dialogue <--> Using bark system

Post by Tony Li »

Hi,

Yes. Add an Override Dialogue UI component and Bark Dialogue UI component to one of the characters involved in the conversation. Then assign the Bark Dialogue UI component to the Override Dialogue UI's Dialogue UI field.
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

Re: Conversation / Dialogue <--> Using bark system

Post by Japtor »

Hi,

I have tried what you said.

I'm very newbie to this tool, I know. I hope not to bother with my questions and errors... I'm Sorry.

Is there something I am missing?

Image

Image

Thanks,
Javier.
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: Conversation / Dialogue <--> Using bark system

Post by Tony Li »

Hi,

Your characters need bark UIs:

1. Inspect MapPlayer.

2. Add a Dialogue Actor component if it doesn't have one.

3. To the Dialogue Actor's Bark UI field, assign the prefab Plugins / Pixel Crushers / Dialogue System / Prefabs / Standard UI Prefabs / Templates / Basic / Basic Standard Bark UI.

Repeat for NPC 1 and any other characters that will be barking.

Once you assign a bark UI prefab, you can adjust the offset if the bark appears too high or too low. After you confirm that it works correctly, you can make a copy of the prefab, customize its appearance, and assign the customized copy to your Dialogue Actor.
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