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Alert position and continue any button

Posted: Wed Mar 24, 2021 4:39 am
by rizenmusic
Hi! New to the software so need help with two things:

First one, I need my alert to be right above npcs and gameobjects (typical 2D game) that I can interact with. So far I found fixed positions for those based on your display positions. I can program another alert system but that doesn't sound right while using Dialogue System.

Second one, I want NPCs dialogues to continue on pressing any button so player doesn't need to press "continue" button evert time. Console players doesn't able to do that, after all. And I don't want them to continue automatically because I should be sure that players can read the whole text.

Thanks for the help!

Re: Alert position and continue any button

Posted: Wed Mar 24, 2021 10:09 am
by Tony Li
Hi,
rizenmusic wrote: Wed Mar 24, 2021 4:39 amFirst one, I need my alert to be right above npcs and gameobjects (typical 2D game) that I can interact with. So far I found fixed positions for those based on your display positions. I can program another alert system but that doesn't sound right while using Dialogue System.
Inspect the dialogue UI that is assigned to your Dialogue Manager GameObject's Dialogue UI field. This dialogue UI has an Alert Panel. You can customize it and position it wherever you want.

If the Dialogue Manager's Dialogue UI field points to one of the built-in prefabs, such as Basic Standard Dialogue UI, I recommend making your own copy of that prefab. Then assign your copy to the Dialogue UI field. This way if you make customizations, they won't be overwritten when you update the Dialogue System.
rizenmusic wrote: Wed Mar 24, 2021 4:39 amSecond one, I want NPCs dialogues to continue on pressing any button so player doesn't need to press "continue" button evert time. Console players doesn't able to do that, after all. And I don't want them to continue automatically because I should be sure that players can read the whole text. Thanks for the help!
Inspect the Dialogue Manager GameObject's Input Device Manager component. Tick 'Always Auto Focus'. Then you should be able to press the default action button (e.g., 'A' on an Xbox controller) to continue conversations.

Typically in console games the default action and/or cancel buttons continue conversations. For example, on an Xbox controller, the default action is usually the 'A' button, and the default cancel button is usually 'B'.

The basic dialogue UI prefabs use Unity UI. By default, Unity UI's EventSystem clicks the currently-focused button when you press the 'A' button (which is mapped to the 'Submit' input in Unity's input manager). By ticking 'Always Auto Focus', then the Dialogue System automatically sets the focus on the continue button.

By default, Unity's input manager also maps the 'B' button to 'Cancel'. If you want the Cancel input to also click the continue button, inspect the dialogue UI. Locate the Continue Button(s) inside the subtitle panels. Add a UI Button Key Trigger to each Continue Button, and set the Button Name to Cancel. If you want any key or button to continue, tick 'Any Key Or Button' instead.