Set Up Dialogue System for Mobile
Posted: Mon Jul 27, 2020 6:42 am
Hello,
First of all, Dialogue System is an amazing asset and reduces burden of the developer to create a proper dialogue system! I am using this system for a mobile game that I'm developing!
I'm relatively new & have some initial roadblocks:
1) I followed the quick start guide and created a sample scene of my own, with 2 characters (Player & NPC) having a conversation! I've used the Basic Standard Dialogue UI.
I just wanted to experiment what would happen, if I used the default Settings of Dialogue System and develop an Android Build. It was impressive to see, that buttons did work, when touched, and almost all the behaviour was adapted automatically to work for platform.
But, one issue I came across was, that I ended up having very small fonts & regular panel sizes, with difficult to use option buttons! I had not made any changes to the Dialogue System's UI & built the sample scene. Is there any way by which I could change the font sizes, and allow the canvas to scale as per screen sizes, leaving the panels & Entire UI intact?
2) I have a situation where my NPC would be asking some questions to Player & I would require player input at certain instances during the flow of conversation. I might require Text Fields, drop downs, date selection, etc. at certain instances! What should I do, in order to trigger a Text Field or other relevant UI components, after completion of a certain dialogue of NPC?
For instance my NPC would ask player to provide First name. After the question has been asked by NPC, "What is your first name?", I should get a text field after completion of dialogue! And my target platform is mobile here, so when Text Field is instantiated, some custom placeholder text needs to be displayed, and the placeholder needs to be different for different textfields which would further be initiated in flow of conversation, & onscreen keyboard should open up when text field is touched, and should close, if tapped anywhere outside the area of keyboard. Also, the text field should be visible when player is typing, and might be pushed a bit upwards automatically, when onscreen keyboard pops up & pushed back down to it's normal position when keyboard closes.
Once player has typed & presses "OK" or "Done" or "Tick mark button, on android keyboard which is next to space bar", the conversation needs to progress to next line. Meanwhile, when onscreen keyboard is open & back button of Android OS is pressed, the keyboard should close, but the conversation should remain intact.
Also, I need to put up a condition, where in if player inputs nothing in the textfield or does not input anything when UI components are provided for input and presses "OK" or "Done", an alert or popup comes & the conversation should not proceed ahead, unless player provides required input.
Apart from that, I need to utilise the value of player's input in the further use of dialogues!
For instance, when user enters the relevant details in textfield, First Name here as per above mentioned scenario, I need to save that value. Then when player chooses some date, I need to save that as well.
Also, I need a way, to store that value to my custom database, so I can perform CRUD operations with it later on, at other instances, for future use!
3) Is there any easier/direct way, to synchronise camera cutscenes and audio & text of dialogues, to work in proper sequence, based upon dynamic lengths of text dialogues?
Hoping for a fruitful response!
Any help would be appreciated!
Also, a huge thanks in advance, for any sort of help.
Kind Regards,
Bhavin.
First of all, Dialogue System is an amazing asset and reduces burden of the developer to create a proper dialogue system! I am using this system for a mobile game that I'm developing!
I'm relatively new & have some initial roadblocks:
1) I followed the quick start guide and created a sample scene of my own, with 2 characters (Player & NPC) having a conversation! I've used the Basic Standard Dialogue UI.
I just wanted to experiment what would happen, if I used the default Settings of Dialogue System and develop an Android Build. It was impressive to see, that buttons did work, when touched, and almost all the behaviour was adapted automatically to work for platform.
But, one issue I came across was, that I ended up having very small fonts & regular panel sizes, with difficult to use option buttons! I had not made any changes to the Dialogue System's UI & built the sample scene. Is there any way by which I could change the font sizes, and allow the canvas to scale as per screen sizes, leaving the panels & Entire UI intact?
2) I have a situation where my NPC would be asking some questions to Player & I would require player input at certain instances during the flow of conversation. I might require Text Fields, drop downs, date selection, etc. at certain instances! What should I do, in order to trigger a Text Field or other relevant UI components, after completion of a certain dialogue of NPC?
For instance my NPC would ask player to provide First name. After the question has been asked by NPC, "What is your first name?", I should get a text field after completion of dialogue! And my target platform is mobile here, so when Text Field is instantiated, some custom placeholder text needs to be displayed, and the placeholder needs to be different for different textfields which would further be initiated in flow of conversation, & onscreen keyboard should open up when text field is touched, and should close, if tapped anywhere outside the area of keyboard. Also, the text field should be visible when player is typing, and might be pushed a bit upwards automatically, when onscreen keyboard pops up & pushed back down to it's normal position when keyboard closes.
Once player has typed & presses "OK" or "Done" or "Tick mark button, on android keyboard which is next to space bar", the conversation needs to progress to next line. Meanwhile, when onscreen keyboard is open & back button of Android OS is pressed, the keyboard should close, but the conversation should remain intact.
Also, I need to put up a condition, where in if player inputs nothing in the textfield or does not input anything when UI components are provided for input and presses "OK" or "Done", an alert or popup comes & the conversation should not proceed ahead, unless player provides required input.
Apart from that, I need to utilise the value of player's input in the further use of dialogues!
For instance, when user enters the relevant details in textfield, First Name here as per above mentioned scenario, I need to save that value. Then when player chooses some date, I need to save that as well.
Also, I need a way, to store that value to my custom database, so I can perform CRUD operations with it later on, at other instances, for future use!
3) Is there any easier/direct way, to synchronise camera cutscenes and audio & text of dialogues, to work in proper sequence, based upon dynamic lengths of text dialogues?
Hoping for a fruitful response!
Any help would be appreciated!
Also, a huge thanks in advance, for any sort of help.
Kind Regards,
Bhavin.