Custom UI + Articy Integration
Posted: Fri May 14, 2021 7:45 pm
Hello there,
I have a few questions about creating a custom UI for the dialogue system that I think is not supported by default and I would like to know how doing so would affect the dialogue system and if there’s anything to take into consideration when importing the story from Articy.
This information will be really helpful for us to create the right structure and to pass it through to our writers who use Articy (variables information and sequencer commands?).
The dialogue system out of the box supports dialogues that shows the speaker’s text and it disappears when moving to another line/node. It also supports accumulated text, which is what we are currently considering. However, the accumulated text is one UI Label that holds the entire conversation which is limiting us since we are considering to add other visuals in the conversation (between the dialogue lines).
To achieve some flexibility, we are considering to have the regular dialogue option without accumulation and use a template UI label for that, this label would be cloned in a vertical layout group so that each new dialogue line would be a clone of the template and would simulate the accumulated text. Using that, we can add other elements in the vertical layout group that can appear between the texts (maybe through a custom sequencer command?).
My question is now, is there another approach to achieve the same results? And if not, is there anything to consider in the dialogue system settings and how that would affect saving and so on.
Another reason for thinking of that approach: we have 2 actors in each conversation + the player, one of the actors might need to comment simultaneously as the other actor is saying their line and we’re thinking of having that comment below the active line. I’m not sure if the system support such a thing. If not, those comments will need to be done outside of the system (Text Animator supports triggering actions as the text is being typed). Is there a way to achieve that within the system?
Finally, we want to use dialogue as the main way of interfacing with the game so there are no actual characters or anything in world space, it’s all UI based. It’s structured this way: Main conversations that are interrupted by other conversations throughout the game. The main conversations will always take into account what happened in the other conversations using variables. Is it advisable to have all those conversations take place into the same scene if the UI is identical, and taking into consideration the custom UI question, where the visuals in between the texts, if available, are different for each conversation.
I really appreciate your help,
Thanks.
I have a few questions about creating a custom UI for the dialogue system that I think is not supported by default and I would like to know how doing so would affect the dialogue system and if there’s anything to take into consideration when importing the story from Articy.
This information will be really helpful for us to create the right structure and to pass it through to our writers who use Articy (variables information and sequencer commands?).
The dialogue system out of the box supports dialogues that shows the speaker’s text and it disappears when moving to another line/node. It also supports accumulated text, which is what we are currently considering. However, the accumulated text is one UI Label that holds the entire conversation which is limiting us since we are considering to add other visuals in the conversation (between the dialogue lines).
To achieve some flexibility, we are considering to have the regular dialogue option without accumulation and use a template UI label for that, this label would be cloned in a vertical layout group so that each new dialogue line would be a clone of the template and would simulate the accumulated text. Using that, we can add other elements in the vertical layout group that can appear between the texts (maybe through a custom sequencer command?).
My question is now, is there another approach to achieve the same results? And if not, is there anything to consider in the dialogue system settings and how that would affect saving and so on.
Another reason for thinking of that approach: we have 2 actors in each conversation + the player, one of the actors might need to comment simultaneously as the other actor is saying their line and we’re thinking of having that comment below the active line. I’m not sure if the system support such a thing. If not, those comments will need to be done outside of the system (Text Animator supports triggering actions as the text is being typed). Is there a way to achieve that within the system?
Finally, we want to use dialogue as the main way of interfacing with the game so there are no actual characters or anything in world space, it’s all UI based. It’s structured this way: Main conversations that are interrupted by other conversations throughout the game. The main conversations will always take into account what happened in the other conversations using variables. Is it advisable to have all those conversations take place into the same scene if the UI is identical, and taking into consideration the custom UI question, where the visuals in between the texts, if available, are different for each conversation.
I really appreciate your help,
Thanks.