Useful use cases of non-text dialogue node (for me at least)
Posted: Mon Nov 23, 2020 3:14 am
Hi,
I wanted to play some animations "only / no text" before Starting another conversation that uses a different Dialogue UI like SMS.
So I started the conversation with the default Dialogue with no texts but Sequence Commands only like below.
Since my default dialogue UI and SMS dialogue UI - both use Continue Button, Using the continue button setting is "Always" as default.
But for this specific conversation which is kinda like the pre animation stage to open SMS conversation, I made the continue button to be Never so it just runs through the node automatically. Since my dialogue scenes are mostly triggers "StartConversation" as the scene is loaded so I just wanted to make it all work within "Conversation"..
I don't know if its ideal way or let me know if you know a better suggestion on how should I do it.
Custom sequencer command that I have "ConversationToSMS(...)" closes the current conversation and Starts a new conversation with its given name.
I wanted to play some animations "only / no text" before Starting another conversation that uses a different Dialogue UI like SMS.
So I started the conversation with the default Dialogue with no texts but Sequence Commands only like below.
Since my default dialogue UI and SMS dialogue UI - both use Continue Button, Using the continue button setting is "Always" as default.
But for this specific conversation which is kinda like the pre animation stage to open SMS conversation, I made the continue button to be Never so it just runs through the node automatically. Since my dialogue scenes are mostly triggers "StartConversation" as the scene is loaded so I just wanted to make it all work within "Conversation"..
I don't know if its ideal way or let me know if you know a better suggestion on how should I do it.
Custom sequencer command that I have "ConversationToSMS(...)" closes the current conversation and Starts a new conversation with its given name.