about DialogueSystemMotionControllerBridge

Announcements, support questions, and discussion for the Dialogue System.
claudius_I
Posts: 33
Joined: Tue Aug 08, 2017 4:06 pm

Re: about DialogueSystemMotionControllerBridge

Post by claudius_I »

this is the problem



i hope the video show this time
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: about DialogueSystemMotionControllerBridge

Post by Tony Li »

Hi,

Here's an updated support package: MotionController_Support_2018-07-20.unitypackage

The example scene shows 3 ways to start a conversation:

1. Proximity Selector (press 'F' to talk).

2. Motion Controller interaction.

3. OnTriggerEnter.

Remove the Box Collider from your player. It doesn't work well with the Sphere Colliders that Motion Controller adds automatically. Instead, add the trigger collider to the NPC. Look at the GameObject named "Private Hart Clone" for an example.

I'm not an expert with Motion Controller interaction. It works if you walk straight forward to "Private Hart". But if you look away, or if you run the conversation once, it doesn't work again. I think it's because of the way I set up the interaction. If you set it up correctly in Motion Controller, the Dialogue System should work fine with it.

(Sorry about not understanding before. I forgot you were using Motion Controller. Someone else had recently asked about Invector integration, so I was testing that with OnTriggerEnter. :oops: )
claudius_I
Posts: 33
Joined: Tue Aug 08, 2017 4:06 pm

Re: about DialogueSystemMotionControllerBridge

Post by claudius_I »

works!

thanks Tony. but the the only problem is that i want the character talk to npc only when he is face to face to the npc.

other question i have is how i can do that the button continue fill all the canvas
no matter where i clicked, the conversation continue

thanks again. you support is the best .)
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: about DialogueSystemMotionControllerBridge

Post by Tony Li »

Hi,

I'll send you an example scene soon.

For OnTriggerEnter, you'll need to put the collider on a child GameObject with a different tag.

For the continue button, you'll need to make the button cover the screen and set the color alpha to 0 to make it invisible.

The example scene will demonstrate both.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: about DialogueSystemMotionControllerBridge

Post by Tony Li »

Here's the example scene: MotionControllFacingTriggerExample_2018-07-21.unitypackage

The player has a child GameObject named ProximitySelector. It uses the GameController tag, but you can use whatever tag you want. Make sure the NPC's Dialogue System Trigger > Conditions > Accepted Tags only accepts this tag.

The Dialogue Manager points to a customized UI. I moved the continue button outside of the NPC subtitle panel and made it cover the whole screen.
claudius_I
Posts: 33
Joined: Tue Aug 08, 2017 4:06 pm

Re: about DialogueSystemMotionControllerBridge

Post by claudius_I »

thanks :) work great 8-)
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: about DialogueSystemMotionControllerBridge

Post by Tony Li »

Great! Glad we could find a good solution.
claudius_I
Posts: 33
Joined: Tue Aug 08, 2017 4:06 pm

Re: about DialogueSystemMotionControllerBridge

Post by claudius_I »

Hi Tony

i think i found a bug.

if you open and close quest log window and after you complete a quest o subentry and open the quest log this isn't updated and show the same information like before. you need to clicked in the ques for update the information.

thanks again
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: about DialogueSystemMotionControllerBridge

Post by Tony Li »

I'll fix that in the upcoming version 2.0.3.
claudius_I
Posts: 33
Joined: Tue Aug 08, 2017 4:06 pm

Re: about DialogueSystemMotionControllerBridge

Post by claudius_I »

Hi tony

I have a question

I used many dialogue system trigger (in my project for all object that needed a trigger)

the cost in performance is high?

thanks
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