Seeking Beta Testers for Version 2.0
Posted: Fri Apr 27, 2018 5:10 pm
I'll be running a beta test period for version 2.0 starting on Monday. If you'd like to participate, please PM me or email tony (at) pixelcrushers.com.
The big changes in version 2.0 are:
The big changes in version 2.0 are:
- Standard Dialogue UI: This simplified dialogue UI system supercedes Unity UI Dialogue UI. It will natively support features like actor-specific subtitle panels, animated portraits, world space/bubble panels, and TextMesh Pro or regular UI Text, rather than the way these features are bolted on after the fact in Unity UI Dialogue UI.
- Moved to Plugins: The source code is now is in Plugins instead of a separately-importable unitypackage. This makes it easy to browse code or step through with a debugger. However, the script GUIDs are different. Until you run the included "Version 1.x to 2.x Updater" utility, any scenes or databases you've created in version 1.x will report missing scripts.
- Dialogue Actor: A common point of confusion in 1.x is that if you assign a GameObject to a conversation trigger, the dialogue UI will use that GameObject's name instead of the actor name in the database unless you've added an Override Actor Name component to set it back. Version 2.0 flips this behavior. By default, it will use the actor's name in the database regardless of assigned GameObject. You can use a Dialogue Actor component to specify a different actor or even a custom name not in the database.
- Bark UI Prefabs: The Dialogue Actor component lets you assign a bark UI prefab asset that's instantiated at runtime. Your characters' bark UIs no longer need to be part of their prefabs, allowing you to share and change their appearance without having to edit each character's prefab. You can also now assign dialogue UI prefabs to the Dialogue Manager GameObject for the same reason.
- Dialogue System Trigger: The disparate Conversation Trigger, Quest Trigger, Set Active On Dialogue Event, etc., trigger components have been combined into Dialogue System Trigger. This makes it simpler to configure activity, and it improves efficiency by combining event checks.
- TextTable: LocalizedTextTable is superceded by the Pixel Crushers Common Library Text Table asset. There's a conversion utility.
- [ auto ] tag: The opposite of [ f ], this forces a response to auto-play without showing a response menu.
- Unity 5.3.6+: The minimum Unity version will be 5.3.6. It will be tested with the latest 2018.1 beta and versions in between, too.
And there will be miscellaneous fixes and improvements such as reorderable lists in the Dialogue Editor window.