Hi all,
A small question.
Inside the Dialogue System Controller -> Instantiate Prefab... Is it really necessary to leave all the prefabs there or you can directly assign them to the canvas and remove the script? Is there any consequence, benefit, etc?
Thanks,
Javier.
[Solved] Small Question: Dialogue System Controller -> Instantiate Prefab
[Solved] Small Question: Dialogue System Controller -> Instantiate Prefab
Last edited by Japtor on Thu Jul 12, 2018 6:04 am, edited 1 time in total.
Re: Small Question: Dialogue System Controller -> Instantiate Prefab
Hi Javier,
You can directly assign them and remove the script.
The Instantiate Prefabs script allows you to keep the Dialogue Manager and other prefabs (dialogue UI, quest log window, etc.) as separate prefabs. (Unity doesn't officially support nested prefabs yet.) This way you can edit the quest log window prefab, for example, without having to update the Dialogue Manager prefab. It's just a matter of preference.
You can directly assign them and remove the script.
The Instantiate Prefabs script allows you to keep the Dialogue Manager and other prefabs (dialogue UI, quest log window, etc.) as separate prefabs. (Unity doesn't officially support nested prefabs yet.) This way you can edit the quest log window prefab, for example, without having to update the Dialogue Manager prefab. It's just a matter of preference.
[Solved] Small Question: Dialogue System Controller -> Instantiate Prefab
Hi Tony,
Ok! Thanks for solving my question
Regards,
Javier.
Ok! Thanks for solving my question
Regards,
Javier.