Simple gifting based on items?

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CheeseY
Posts: 15
Joined: Thu Aug 05, 2021 8:07 am

Re: Simple gifting based on items?

Post by CheeseY »

ok cheers!

more questions lol..


Is there an event i can subscribe to when the dialogue system disables/moves the current active camera?
Or is there some sort of public variable tracking the current active camera?


It's just i have a fairly simple look-at script and its currently looking at the wrong camera when conversation starts.. I can get around this by putting in a function on a delay after conversation starts that searches through cameras in the scene and finds the 'not disabled' camera...

But i figured i'd ask because i'm guessing you're tracking it somewhere and my solution probably isn't very performant lol.


cheers again!
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Tony Li
Posts: 21970
Joined: Thu Jul 18, 2013 1:27 pm

Re: Simple gifting based on items?

Post by Tony Li »

There's no such event. If the conversation uses a Camera(), LiveCamera(), or Zoom2D() command, it will take control of the camera. If a camera is assigned to the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Sequencer Camera, it will switch to that camera. (If a prefab is assigned to the Sequencer Camera field, it will instantiate a prefab on start and keep it inactive until needed.) If nothing is assigned to the Sequencer Camera field, it will use whatever active camera is tagged "MainCamera". If no camera is tagged MainCamera, it will create a temporary camera.
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