Page 1 of 1

Bark using the normal conversation UI

Posted: Wed Jun 09, 2021 4:36 pm
by Fancy
Hi

Im new to unity, and therefor also this dialogue system (just a warning :) )

I have in my project, gotten the normal UI working, added the Dialogue manager, set it to WRPG, modified it to my needs and I can start an conversation via a c# script, everything is fine.

I wanted to use the Bark function for something else, so on that object I added a, Dialogue actor (and selecting the bubble template as bark ui), Dialogue system trigger (where action is bark), and I try to trigger it in c# via:

Code: Select all

 DialogueManager.StartConversation(conversation.barkConversation, target, transform); 
But this displays the bark as a normal conversation.

If I run:

Code: Select all

DialogueManager.BarkString("Haaaaaaaaaaaaaaay", transform);
#or 
DialogueManager.Bark("New Conversation 2", transform);
Nothing happends.

Any ideas? :)

Thanks in advance.

Re: Bark using the normal conversation UI

Posted: Wed Jun 09, 2021 6:46 pm
by Fancy
Okay, seems like a sorting layer issue.

Code: Select all

DialogueManager.Bark("New Conversation 2", transform);
#and
DialogueManager.BarkString("Haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay", transform);
is working now, just .. behind everything, not sure how to fix it though?
Also, is there a way to trigger the Bark defined in the Dialogue system trigger, just like when I trigger a normal conversation?

Re: Bark using the normal conversation UI

Posted: Wed Jun 09, 2021 7:47 pm
by Tony Li
Hi,

To bark using a Dialogue System Trigger, select Add Action > Bark.

To make the bark UI appear on top of everything else, set the bark UI's layer to "UI" and set up a UI camera like in this post.

Re: Bark using the normal conversation UI

Posted: Thu Jun 10, 2021 3:26 am
by Fancy
Thanks, that worked.

Re: Bark using the normal conversation UI

Posted: Thu Jun 10, 2021 7:32 am
by Tony Li
Glad to help!