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SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 2:33 pm
by Peter Drake
I've been swapping out prefabs for UIs (which is amazing, BTW). When I tried the SMS one, though, the conversation start's with one speech bubble with an ellipsis in it and doesn't proceed. (With the others, the NPC says the first line.) Does something special need to be done for this one?

Also, are there any others that display the previous lines?

Re: SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 2:41 pm
by Tony Li
Hi,

The SMS Dialogue UI works differently and assumes that time is not paused.

By default, the Runic and WRPG UIs accumulate text to display previous lines.

To adjust another UI to display previous lines, configure the UI to use a single subtitle panel. (The simplest way to do this is to assign the NPC Subtitle Panel to the Standard Dialogue UI component's Conversation UI Elements > Default PC Subtitle Panel. Then tick that subtitle panel's Standard UI Subtitle Panel component > Accumulate Text checkbox, and set Visibility to Always From Start or Always Once Shown.

Re: SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 4:05 pm
by Peter Drake
Where do I find the NPC Subtitle Panel? I just see a Subtitle Panel Info, which looks like it's the only one being used.

With this setup (which I believe was the default for this UI), the NPC's lines are accumulated, but the PC's are not.

Re: SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 4:42 pm
by Tony Li
Ah, that's a different issue. Inspect the Dialogue Manager GameObject. Tick Display Settings > Subtitle Settings > Show PC Subtitles During Line, and UNtick Skip PC Subtitle After Response Menu. See this article for a related screenshot.

Re: SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 5:01 pm
by Peter Drake
Great -- I love how the solution is usually checking a box or dragging a prefab somewhere.

Next question: Can I get the NPC and PC lines to appear in different colors (or be differentiated in some other way)? Right now they're not distinguished in the history.

Re: SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 5:52 pm
by Tony Li
Hi,

Add a Dialogue Actor to the GameObjects associated with the player and NPC. For the player, the GameObject will be your TDE player prefab. See Character GameObject Assignments for details about how the Dialogue System associates GameObjects with actors in your dialogue database.

Set the Dialogue Actor's Actor dropdown. At the bottom of the inspector, tick Set Subtitle Color and specify a color.

Re: SMS Dialogue UI doesn't start, but others do

Posted: Wed May 18, 2022 6:22 pm
by Peter Drake
Perfect!

So many toys to play with ... :D