Unity Timeline&Dialogs

Announcements, support questions, and discussion for the Dialogue System.
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Cristof
Posts: 2
Joined: Tue Dec 29, 2020 3:43 am

Unity Timeline&Dialogs

Post by Cristof »

Hi
What is the best approach for creating cutscene that has dialogues and some animation between them? E.g. npc says something -> moves to different place -> continues dialogue.

Is using separate conversations and timing them on timeline with animation the way?

I know that it can be done with sequencer especially for that kind of simple "cutscenes" but I was wondering about timeline.
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Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Unity Timeline&Dialogs

Post by Tony Li »

Hi,

If most of the content is dialogue, do what you described: Run individual timelines for each dialogue entry node that needs one.

If most of the content is in the timeline, run a single timeline. Use the Start Conversation timeline action to start the conversation, and use Continue Conversation actions to progress to each line of the conversation. The Continue Conversation action simulates a continue button click. To set the conversion to wait for continue button clicks, edit the conversation and select Menu > Conversation Properties. Then tick Override Display Settings > Subtitle Settings, and change the Continue Button dropdown to Always.
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