Hi,
Escara wrote: ↑Sat Jan 05, 2019 4:09 amSo, do I need to add a scene instance of my players and npcs to all of my scenes for this to work? Or as you say leave it blank (for my Player) and it will use the prefab instance instead? Can I set my prefab with DS and use that in the action lists?... In fact I just left the actor section blank and it worked that way too so scrap that question. Will that work with Dink NPC too as he follows her from scene to scene and I don't really need to add a scene instance of him each time? He doesn't even appear at the beginning of the game.
Yes, that's the way to do it. If the player and Dink prefabs have Dialogue Actor components, then when they appear in a scene, the scene instance will register itself with the Dialogue System. So when Dink appears in a scene, Dink's scene instance will tell the Dialogue System, "use my GameObject for conversations involving Dink."
Escara wrote: ↑Sat Jan 05, 2019 4:09 amOne more question, there are times throughout the game where I use AC's conversation system and want to swap it with DS. I presume I can use the response panel to achieve this? I'd still want to use the speech bubbles for both the questions and answers for both Player and NPC as the menu panel is an abbreviated version of the questions. Is there anything special/extra I need to set up, or can I follow your tutorials?
Right. No special steps are needed. Your Dialogue Manager's
Dialogue UI field still probably points to the Basic Standard Dialogue UI, which is just what you want. If it's pointing to the prefab version in the Project view, drag a copy of that prefab into the scene as a child of the Dialogue Manager's Canvas. Then assign it to the
Dialogue UI field. Expand Dialogue Manager > Canvas > Basic Standard Dialogue UI > Dialogue Panel. You can ignore the subtitle panels since your characters will use their own bubble UI panels instead. Customize the Response Menu Panel to look the way you want.