2D VN scene change set up
Posted: Sun Mar 06, 2022 3:16 pm
Hello!
Have been learning to use the Dialogue System to create a 2D visual novel. During gameplay the intention is to be able to load back & forth between 2 scenes which have different sets of art in each scene (chars, backgrounds, vfx etc). The reason for changing scenes instead of having everything & disabling/enabling per convo in just the 1 scene was hopefully this way would be less impactful on performance
The set up I have so far is:
- Scene 1 contains the Dialogue Manager, which holds the Main Canvas with all the game character Dialogue Panels nested. The Main Camera is located here too & referenced on the Main Canvas, set to Screen Space - Camera
It also has a separate scene canvas which holds all the background & character images for this 1st scene.
The last node in Scene 1's dialogue loads into Scene 2, carrying over the Dialogue Manager
- Scene 2 is set up in the same manner currently with its own scene canvas holding the art to be used only within this scene, as well as a separate conversation to play on start. The Dialogue Manager & Camera in this scene is only used to be able to hit Play when testing this scene, which I would disable when playing from the beginning from my understanding
I'm having trouble when attempting to load to Scene 2 correctly after dialogue ends in Scene 1. What happens right now is it loads to Scene 2 but doesn't start the conversation immediately, & because I have a scene canvas (set to Screen Space - Camera) the art is broken in the hierarchy too as I'm not sure how to reference the Main Camera carried over from Scene 1
I'm wondering if it's possible to have this set up functional? Or maybe if there's a better recommended way to set this up?
Thanks in advance :)
Have been learning to use the Dialogue System to create a 2D visual novel. During gameplay the intention is to be able to load back & forth between 2 scenes which have different sets of art in each scene (chars, backgrounds, vfx etc). The reason for changing scenes instead of having everything & disabling/enabling per convo in just the 1 scene was hopefully this way would be less impactful on performance
The set up I have so far is:
- Scene 1 contains the Dialogue Manager, which holds the Main Canvas with all the game character Dialogue Panels nested. The Main Camera is located here too & referenced on the Main Canvas, set to Screen Space - Camera
It also has a separate scene canvas which holds all the background & character images for this 1st scene.
The last node in Scene 1's dialogue loads into Scene 2, carrying over the Dialogue Manager
- Scene 2 is set up in the same manner currently with its own scene canvas holding the art to be used only within this scene, as well as a separate conversation to play on start. The Dialogue Manager & Camera in this scene is only used to be able to hit Play when testing this scene, which I would disable when playing from the beginning from my understanding
I'm having trouble when attempting to load to Scene 2 correctly after dialogue ends in Scene 1. What happens right now is it loads to Scene 2 but doesn't start the conversation immediately, & because I have a scene canvas (set to Screen Space - Camera) the art is broken in the hierarchy too as I'm not sure how to reference the Main Camera carried over from Scene 1
I'm wondering if it's possible to have this set up functional? Or maybe if there's a better recommended way to set this up?
Thanks in advance :)