Player Character Monologue
Player Character Monologue
I'm currently testing the system using the "Runic Standard Dialogue UI" given, so generally the NPC text shows up top and the Player responses will be shown down below. Is there a way to have the player response show up top if they are performing a monologue? So for example in my scene, an NPC introduces the character and I want the characters text to appear in the same place the NPC's text would and not as an option that appears below. I tried using the scripting functionality to temporarily set IsPlayer to false, but it didn't appear to work (this may be tied to the other issue I posted). I can post screenshots if my explanation is confusing. Thank you!
Re: Player Character Monologue
I think I understand. There are a few ways to handle this.
If you want the player's text to play immediately, inspect the Dialogue Manager. Untick Input Settings > Always Force Response Menu. If the player only has one response, it will play immediately as a subtitle instead of appearing first in a menu.
If you don't want this behavior for all conversations, open the conversation in the Dialogue Editor. Click blank canvas space to view the conversation's properties. Tick Override Display Settings > Input Settings, and untick the checkbox there.
This may not be ideal since it looks like you're importing from articy:draft. In this case, two other options are:
1. Include the markup tag "[auto]" in your dialogue fragment's text. This will automatically show the subtitle instead of showing a menu. (More info: Jump down to Markup Tags in the ]Dialogue Editor manual section.)
2. Or create a second player monologue actor whose IsPlayer checkbox is unticked. Use this actor whenever the player monologues.
If you want the player's text to play immediately, inspect the Dialogue Manager. Untick Input Settings > Always Force Response Menu. If the player only has one response, it will play immediately as a subtitle instead of appearing first in a menu.
If you don't want this behavior for all conversations, open the conversation in the Dialogue Editor. Click blank canvas space to view the conversation's properties. Tick Override Display Settings > Input Settings, and untick the checkbox there.
This may not be ideal since it looks like you're importing from articy:draft. In this case, two other options are:
1. Include the markup tag "[auto]" in your dialogue fragment's text. This will automatically show the subtitle instead of showing a menu. (More info: Jump down to Markup Tags in the ]Dialogue Editor manual section.)
2. Or create a second player monologue actor whose IsPlayer checkbox is unticked. Use this actor whenever the player monologues.
Re: Player Character Monologue
Thanks, these solutions provide exactly what I want. I'm currently just trialing articy to see if some of the minor issues I was having were due to user error, or otherwise (figuring the issue wouldn't be recreated via import)...the Dialogue System already has almost everything they offer in a usable way.
I do really want to compliment you (and whatever team you have) on both the care for the product and the customer interactions. Looking through the forum it really shows, and you (all) should be proud.
I do really want to compliment you (and whatever team you have) on both the care for the product and the customer interactions. Looking through the forum it really shows, and you (all) should be proud.
Re: Player Character Monologue
Thanks! "All" of us is just me, so if it takes me a little time to reply to a question, that's why. In truth, though, I have to also credit all the Dialogue System users over the years who have provided feature suggestions and invaluable feedback to keep the Dialogue System continually improving.
Re: Player Character Monologue
Well, it's exceptional. I'm a mid-level engineer who is historically very wary of 3rd party tools. I know they speed things up a ton, but I hate having large sections of code that I didn't write and therefore don't fully understand. This one is honestly the first one where the value massively outweighs the confusion and it's saving me a ton of work, so thanks again for putting it together. I've nearly got my head wrapped around everything I need and the last bits I think are me not understanding how Unity UI handles a bunch of layout stuff - rather than anything specific to Unity Dialogue System. This really is a great tool.