articy:draft to Dialogue System pipeline questions
Posted: Sat Jul 09, 2022 10:41 pm
Hi! I’m a programmer for a team who is switching to Dialogue System/articy:draft from Fungus for a couple of reasons but decoupling dialogue from Unity is a major one. I have a couple questions regarding the pipeline that have come up in the switch that I’d like to knock out in one forum post.
Usage of the “Insert menu text” field
I assumed the “Insert menu text” field was the place for the menu items to go but then I noticed in one of the tutorials (Dialogue System for Unity 2.x articy:draft Import) that the choices for the player were put in the dialogue field so I did that. Which is the proper field to put the value so it works in Dialogue System?
Sub question, if a menu text and dialogue text are specified in articy:draft in a Dialogue Fragment is only one used or is the dialogue field displayed after selecting the menu text?
Handling dialogue/dialogue choices from multiple characters
Here I’ve recreated a part from our game that uses Fungus in articy:draft to test it out exporting it into Dialogue System. One the scenes from our game that gets the best response is when you're controlling the dialogue for a group of characters.
The input out and output pins in this example are setting and checking for an integer variable to control flow of the dialogue so we don’t need to have three Dialogue Fragments that say “(Types something into the keyboard.)”
With this setup which Entities needs to be NPCs and which need to be Players (if there can even be a second player) so that dialogue choice appear for to make it so I can achieve similar results to the video below. Do I need to make duplicate entities where one is an NPC and one is a Player?
Displaying un-selectable dialogue options.
Lastly, another feature we are bringing over from our previous project and expanding on is un-selectable dialogue choices. I know by default Dialogue System doesn’t display choices that have input pins that don’t evaluate to true. Is there an option in Dialogue System currently to instead have them be displayed but not interactable or would I need to extend to plugin to achieve this feature.
Example of what we’re aiming for from our current game. Obviously if the strikethrough behavior is not there currently that's okay. I can add that myself.
Thank you for reading this long post and hope to figure out a solution to achieve what we want in some shape of form!
Usage of the “Insert menu text” field
I assumed the “Insert menu text” field was the place for the menu items to go but then I noticed in one of the tutorials (Dialogue System for Unity 2.x articy:draft Import) that the choices for the player were put in the dialogue field so I did that. Which is the proper field to put the value so it works in Dialogue System?
Sub question, if a menu text and dialogue text are specified in articy:draft in a Dialogue Fragment is only one used or is the dialogue field displayed after selecting the menu text?
Handling dialogue/dialogue choices from multiple characters
Here I’ve recreated a part from our game that uses Fungus in articy:draft to test it out exporting it into Dialogue System. One the scenes from our game that gets the best response is when you're controlling the dialogue for a group of characters.
The input out and output pins in this example are setting and checking for an integer variable to control flow of the dialogue so we don’t need to have three Dialogue Fragments that say “(Types something into the keyboard.)”
With this setup which Entities needs to be NPCs and which need to be Players (if there can even be a second player) so that dialogue choice appear for to make it so I can achieve similar results to the video below. Do I need to make duplicate entities where one is an NPC and one is a Player?
Displaying un-selectable dialogue options.
Lastly, another feature we are bringing over from our previous project and expanding on is un-selectable dialogue choices. I know by default Dialogue System doesn’t display choices that have input pins that don’t evaluate to true. Is there an option in Dialogue System currently to instead have them be displayed but not interactable or would I need to extend to plugin to achieve this feature.
Example of what we’re aiming for from our current game. Obviously if the strikethrough behavior is not there currently that's okay. I can add that myself.
Thank you for reading this long post and hope to figure out a solution to achieve what we want in some shape of form!