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Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 2:06 pm
by 3Gregg
Hi,
I am working on an intro scene to my game, and am trying to setup multiple different conversants. Unfortunately, it seems I can only add one "conversant" to the "start conversation" timeline object, which allows me to switch back and forth between two conversants, but I can't add a third, even if one is assigned in the dialogue database.
Is there a way to have multiple conversants in unity timeline?
Thanks!
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 2:28 pm
by Tony Li
Hi,
Unless I'm missing something in the way you're doing the intro, technically you don't need to assign any conversants. The scene just needs to contain a GameObject for each conversant. The conversation will find the GameObject regardless of whether it's assigned to the Start Conversation action or not.
To set up a GameObject for a conversant, add a Dialogue Actor component and select the actor from the dropdown. Or, if you don't want to use a Dialogue Actor for some reason, give the GameObject the same name as the actor in your database.
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 2:40 pm
by 3Gregg
Thanks for the quick reply, Tony! I did do what you asked, but for some reason its only going back and forth between just two different characters. Here is my setup:
I have the first gameobject that is speaking on the "start conversation" timeline, and then I have the "continue conversation" below it (similar to how you have it in your example scene).
- Snag_e3b92e.png (91.43 KiB) Viewed 431 times
I then have the conversation selected in the inspector of "start conversation" for the dialogue conversation that I want with no "conversant". That seems to be working fine.
I have all 3 characters in the scene here (Aneya, Claye, News Anchor):
- Snag_e5fe3c.png (36.93 KiB) Viewed 431 times
and they all have the Dialogue Actor component on them:
- Snag_e6c852.png (97.25 KiB) Viewed 431 times
Also, here is my conversation:
- Snag_e76daa.png (53.02 KiB) Viewed 431 times
For some reason, I have Aneya selected as the actor, but that final line "How could we let this..." gets spoken by the news anchor rather than Aneya. The ones above spoken by Claye work fine.
Any idea what I'm doing wrong?
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 2:40 pm
by 3Gregg
Here is the dialogue entry that is being spoken by the news anchor and should be spoken by Aneya:
- Snag_e8fbfb.png (47.86 KiB) Viewed 431 times
Also, as an addendum, I printed the logs to the console from the Dialogue Manager and it is indeed the News Anchor that is speaking it, I can't figure out why.
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 2:53 pm
by 3Gregg
Actually, when I change it to another character, that works fine. Do you see any reason why selecting the second option in the actors database would make the original speaker the speaker?
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 3:23 pm
by Tony Li
What actors are assigned to the conversation's main properties? Open the conversation and click on blank canvas space to inspect the conversation's properties. Who are assigned as the conversation's Actor and Conversant? It should probably be News Anchor, since News Anchor is set as the Timeline: Start Conversation action's Actor.
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 3:33 pm
by 3Gregg
Ok that and changing the position in the database -> actors area fixed the issue. Looks like that works now.
Thank you!
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 3:53 pm
by Tony Li
Great! What was happening is that the New Anchor GameObject, since it was assigned to the Timeline: Start Conversation action, was supplanting whatever actor was assigned as the conversation's main actor.
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 4:22 pm
by 3Gregg
Ahh interesting. Thanks for the help! This plugin is amazing, thank you!
Re: Timeline and Multiple Conversants
Posted: Sun Jul 19, 2020 8:00 pm
by Tony Li
Thanks, and glad to help!