Hello,
I started using Dialogue System with Timeline for my 2D game and I would like to know if there is a way to be able to jump to a specific entry on a StartConversationClip while having a Conversation selected. Is there any way to add an option to only run that specific entry or run until a specific entry is reached?
My use case is that in my game introduction, I do display different dialogue fragments (sorry, I'm coming from articy) contained within a Conversation and each of them are faded using Sequences. I thought that using Timeline, I would have a better control on when to display a specific fragment from my Conversation. Right now, it will play all entry until I reach the end of the Conversation based on the Sequences I have set.
I'm not sure if my request is clear enough, but if you require more information, I'll be glad to send you a Timeline exemple.
Best Regards,
Maxime
Stop playing conversation after an entry in StartConversationClip
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- Posts: 106
- Joined: Wed Aug 23, 2017 4:10 pm
- Location: Canada
Stop playing conversation after an entry in StartConversationClip
Unity 2022.3.17f1
Dialogue System 2.2.44.1
OpenAI Addon 1.0.12
Dialogue System 2.2.44.1
OpenAI Addon 1.0.12
Re: Stop playing conversation after an entry in StartConversationClip
Hi Maxime,
StartConversationClip can jump to a specific entry, but you have to specify the entry's ID number. Unfortunately importing from articy makes this a little complicated because the articy converter assigns IDs to at the time of conversion. This means you won't necessarily know the ID of a specific dialogue fragment until after it's converted into a dialogue database in Unity.
Instead, what if you always start the conversation on a hub node, and go from there based on the value of a variable? If you want to try this, would it help to have another timeline clip that sets a variable value? Or would you set the variable value before playing the timeline?
Currently, the only way to run only a specific entry (or to stop at a specific entry) is to make it a "leaf" -- that is, no links going from the dialogue fragment.
StartConversationClip can jump to a specific entry, but you have to specify the entry's ID number. Unfortunately importing from articy makes this a little complicated because the articy converter assigns IDs to at the time of conversion. This means you won't necessarily know the ID of a specific dialogue fragment until after it's converted into a dialogue database in Unity.
Instead, what if you always start the conversation on a hub node, and go from there based on the value of a variable? If you want to try this, would it help to have another timeline clip that sets a variable value? Or would you set the variable value before playing the timeline?
Currently, the only way to run only a specific entry (or to stop at a specific entry) is to make it a "leaf" -- that is, no links going from the dialogue fragment.
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- Posts: 106
- Joined: Wed Aug 23, 2017 4:10 pm
- Location: Canada
Re: Stop playing conversation after an entry in StartConversationClip
Ok, thanks for the info!
Unity 2022.3.17f1
Dialogue System 2.2.44.1
OpenAI Addon 1.0.12
Dialogue System 2.2.44.1
OpenAI Addon 1.0.12