Page 1 of 1

Confusion and suggestion for conversant display name in dialogue ui

Posted: Fri Sep 29, 2017 9:40 am
by doneykoo
Confused about the conversant display name recently when I first use this addon.
I searched for more than 3 hours to find the way of properly display the actor name in dialogue ui according to the actors configured in my dialogue database. Even I found the release note of Version 1.7.1 which added feature of 'Display Name'.

For the first time I develop my demo, the dialogue ui always display a string "Dialogue Manager" for my conversant name.
I got confused why it doing so... As I already set my actors names and selected who is speaking in the conversation line, why not display the speaker's name?

And after I realize I need to assign the GameObject for my NPC into my Dialogue Manager gameobject in my scene, my conversant name is always showing name of that GameObject in the scene which assigned as conversant in Dialogue Manager. So it display a string like "character_001" for my conversant name because my character prefab uses this name.

Though I finally found the correct answer in the thread "Localization for actor name" ( viewtopic.php?f=3&t=1089 )
But still I think the default behaviour (before I add some Override component) is a bit complex, not intuitive.

My suggestion is: conversant name displayed in dialogue ui should be as the actor name configured in my dialogue database, with no need of adding a Override Actor Name component.

Re: Confusion and suggestion for conversant display name in dialogue ui

Posted: Fri Sep 29, 2017 10:11 am
by Tony Li
Sorry about the confusion. I'll make this much more clear in the documentation. The reason why it's designed like this is to allow different characters to use the same conversation (e.g., shopkeepers in different villages can share the same generic shopkeeper conversation).

In hindsight, I agree with you that it may have been better to require an Override Actor Name component only in the case of shared conversations. That will be a Dialogue System 2.0 change. But for now such a change might break several studios' existing projects, so it will have to wait for 2.0.