Hi!
Here's my situation:
1. I wish for dialogues (subtitles + voice) to occur during regular gameplay - meaning, without interrupting player control or displaying any interactive UI.
2. Even though the player is not presented with any DIRECT choice of what to say during conversation, dialogue DOES branch depending on the player's actions in regards to other mechanics of the game (which can be boiled down to triggers, events and bool values).
I've been reading through the documentation but haven't identified how to best approach this. Can it be done out of the box?
Thanks!
Dialogues without interrupting regular gameplay
Re: Dialogues without interrupting regular gameplay
Yes. In fact, it's the default behavior, with one exception: on your Dialogue Manager, untick Always Force Response Menu. When it's unticked and the player only has one valid response at any time, the conversation will play that response without presenting a menu UI.threy wrote:Can it be done out of the box?
In this case, don't add SetEnabled components to your player to disable player control during conversations. (The process of adding SetEnabled components is covered in How to Set Up the Player.)
You can play the Tutorial Example to see a simple example of this in action. The tutorial is a conversation that plays while the player is running around doing things. Some stages of the conversation wait for the player to complete a gameplay action such as picking up a box before playing the next line of dialogue.