What's the best way to have multiple dialogue UIs?

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johnnemann
Posts: 12
Joined: Tue Oct 06, 2015 2:00 pm

What's the best way to have multiple dialogue UIs?

Post by johnnemann »

Hi,

I want to use the dialogue system for a couple different types of dialog, with radically different UIs. What's the best way to switch those? Should I actually create multiple UIs and switch them in the Dialogue System Controller at runtime, or have one big UI that deals with switching the look and feel internally?

Thanks,
Johnnemann
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: What's the best way to have multiple dialogue UIs?

Post by Tony Li »

Hi Johnnemann,

The easiest way is to use Override Dialogue UI components. If a conversation participant has this component, it will temporarily override the default dialogue UI defined on the Dialogue Manager. There's also an Override Display Settings component if you want to override more than just the dialogue UI.

In the Feature Demo example scene, the Terminal GameObject uses this to run its conversation using a computer-style UI instead of the sci-fi conversation UI used by the rest of the scene.

If that doesn't fit your needs, then assign the UI using DialogueManager.UseDialogueUI(gameObject). You need to do this before starting the conversation.
johnnemann
Posts: 12
Joined: Tue Oct 06, 2015 2:00 pm

Re: What's the best way to have multiple dialogue UIs?

Post by johnnemann »

Perfect, thank you!
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