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How do I make a GameObject trigger a dialogue node if it is active?

Posted: Sat Feb 19, 2022 12:50 pm
by Rose
Hi there! :)

I bought this Dialogue System the other day and I'm excited to see it properly implemented in my game. It seems like it could make things so much easier in the long run as my game is very dialogue driven with a lot of branching paths.

I've been watching the tutorials and starting to get my head around the basics, There's only thing I'm not sure how to do and I was hoping you'd be able to help!

I watched the tutorial on Scene Events with the rabbit and thanks to that I know now how to make a dialogue node trigger/set a GameObject to active, but what I can't work out is how to do it the other way around... How to make a GameObject trigger a dialogue node IF that GameObject is already currently active in the scene.

For a bit of further information on what I'm doing: I have a Character Creation system with Navigation Buttons & Panels (all GameObjects) separate from the Dialogue System. This Character Creation system is fully working and what I need to do now is to add dialogue popups using this Dialogue System as the player selects different panels. Each panel has a different line of dialogue so basically I want different dialogue lines to pop up/trigger as each of these panels activate. Hopefully that makes sense!

Re: How do I make a GameObject trigger a dialogue node if it is active?

Posted: Sat Feb 19, 2022 2:20 pm
by Tony Li
Hi,

If you want to pop up a conversation when a GameObject becomes active, you can add a Dialogue System Trigger to the GameObject and set the trigger dropdown to OnEnable:

popUpDialogues.png
popUpDialogues.png (37.39 KiB) Viewed 275 times

If you only want it to pop up once, please see How To: Run a Conversation Only Once

Re: How do I make a GameObject trigger a dialogue node if it is active?

Posted: Sat Feb 19, 2022 8:07 pm
by Rose
That's fantastic! Thank you! Didn't realise doing that would be so easy. Glad I know this now.

Just one minor thing I noticed... It's my fault here as I did say I wanted to dialogue to pop up... but having each of the dialogue boxes fade in while going through the panels is actually slightly distracting... so I'm wondering if there's a way to make the dialogue boxes appear instantly on the Dialogue Trigger "On Enable" rather than have the slight fade in?

Re: How do I make a GameObject trigger a dialogue node if it is active?

Posted: Sat Feb 19, 2022 8:16 pm
by Rose
I may have just solved it! I went into the UI and disabled the Animator parts. Hopefully I solved that right.

Re: How do I make a GameObject trigger a dialogue node if it is active?

Posted: Sat Feb 19, 2022 8:30 pm
by Tony Li
Yup, that'll do it! :-)