[Solved] Small Question: Dialogue System Controller -> Instantiate Prefab

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Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

[Solved] Small Question: Dialogue System Controller -> Instantiate Prefab

Post by Japtor »

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.
Last edited by Japtor on Thu Jul 12, 2018 6:04 am, edited 1 time in total.
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Small Question: Dialogue System Controller -> Instantiate Prefab

Post by Tony Li »

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.
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

[Solved] Small Question: Dialogue System Controller -> Instantiate Prefab

Post by Japtor »

Hi Tony,

Ok! Thanks for solving my question :)

Regards,
Javier.
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