[Solved] Three questions.

Announcements, support questions, and discussion for the Dialogue System.
User avatar
Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Three questions.

Post by Tony Li »

Is your dialogue UI a Standard Dialogue UI? Only the Standard Dialogue UI system recognizes the override on the Dialogue Actor component. If it's not a Standard Dialogue UI, can you convert your dialogue UI to the Standard Dialogue UI system?
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

Re: Three questions.

Post by Japtor »

Hi,

Yeah, I used the "Focus Template Standard Dialogue UI" as a template by duplicating it and modifying its aspect.

Any other idea? :)
User avatar
Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Three questions.

Post by Tony Li »

Can you add an Override Dialogue UI and assign the Basic Standard Dialogue UI prefab?
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

Re: Three questions.

Post by Japtor »

Hi,

That worked out, yay!

Now I have everything set up and works really well.

Thank you for your effort, your fast answers and, of course, the bark example! :)

Two more questions:

First: Is there a way I could enable the interaction with the continue button until the dialogue -> conversation -> node text appears completely? Of course, at the start of every conversation node, it will disable the interaction with it.

Last: he proximity selector doesn't disappear when I start the conversation with the new "Bark UI". But, with the normal dialogue, it does it correctly. I have attached inside the Player character the Dialogue System Events, which inside "conversation events" -> "On Conversation Start and End" I enable and disable the proximity selector. But, now as I have a new child game object with another Dialogue Actor for the custom "bark" as you know, I am not sure if I have to do something additional.

Any idea?
Thanks!
User avatar
Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Three questions.

Post by Tony Li »

Hi,
Japtor wrote: Thu Aug 23, 2018 5:17 amFirst: Is there a way I could enable the interaction with the continue button until the dialogue -> conversation -> node text appears completely? Of course, at the start of every conversation node, it will disable the interaction with it.
Inspect the subtitle UI text, and set typewriter effect's Characters Per Second to the same value as the Dialogue Manager's Subtitle Settings > Subtitle Chars Per Second. Then set the Dialogue Manager's Subtitle Settings > Min Subtitle Seconds to 0.

Finally, use a Sequence like this:

Code: Select all

SetContinueMode(false);
SetContinueMode(true)@{{end}}
This sequence hides the continue button when the node starts. After {{end}} seconds, it shows the continue button. The value of {{end}} is equal to the text length / Subtitle Chars Per Second.
Japtor wrote: Thu Aug 23, 2018 5:17 amLast: he proximity selector doesn't disappear when I start the conversation with the new "Bark UI". But, with the normal dialogue, it does it correctly. I have attached inside the Player character the Dialogue System Events, which inside "conversation events" -> "On Conversation Start and End" I enable and disable the proximity selector. But, now as I have a new child game object with another Dialogue Actor for the custom "bark" as you know, I am not sure if I have to do something additional.
Try adding another Dialogue System Events to the child, and configure it to disable and re-enable the proximity selector. In fact, you can just move the Player's Dialogue System Events to the child GameObject because the OnConversationStart/End messages are broadcast to the Player and all of its children.
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

Re: Three questions.

Post by Japtor »

Hi all,

This post and my doubts were finally closed thanks to Tony, who helped me a lot via Email.

Thanks! :)
User avatar
Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: [Solved] Three questions.

Post by Tony Li »

Always happy to help!
Post Reply