Switching between 2 Dialogue UI's in-game

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
sleepyBear
Posts: 15
Joined: Wed Nov 07, 2018 10:27 pm

Switching between 2 Dialogue UI's in-game

Post by sleepyBear »

Hi,

Is it possible to change the Dialogue UI in-game? I'm trying to do an undertale dialogue UI.

When in town the system will use the JRPG dialogue Template but when inside buildings and especially shops the game transforms into a visual novel like interface so I want the dialogue system to switch to the VN template. I'm currently studying the code of the Dialogue system controller and I'm having a hard time what variables or functions should I edit
User avatar
Tony Li
Posts: 22102
Joined: Thu Jul 18, 2013 1:27 pm

Re: Switching between 2 Dialogue UI's in-game

Post by Tony Li »

Hi,

Yes, there are a few ways.

You can add an Override Dialogue UI to a conversation participant, and assign a different dialogue UI. When this participant is involved in a conversation, it will use the assigned dialogue UI. Add an Override Display Settings instead of Override Dialogue UI if you want to override more than just the UI. Side note: Another way to override other display settings for a specific conversation is to inspect the conversation's properties by clicking on empty canvas space in the Dialogue Editor. This will show the conversation's properties, where you can click on Override checkboxes to specify what to override.

Or, in code, you can call DialogueManager.UseDialogueUI(x) where x is a dialogue UI GameObject.

Or, in visual scripting such as PlayMaker, you can use the equivalent visual scripting action.
Post Reply