From Small dialogue UI to larger UI
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- Posts: 45
- Joined: Sat Jul 30, 2016 8:37 am
From Small dialogue UI to larger UI
Hi, it's me again. Is it possible to insert another or make the Dialogue UI larger after the player chooses a response? For example (See pic, pardon my drawing)
The scenario is, The player will choose a response from a choices. Each choices has a corresponding information like history etc, so what I want to happen is when the player chooses a response, the dialogue UI will cover almost entire the screen for the information to be more readable. After that UI will be back to normal.
like I said, is this possible? Or I will need to use third party software?
The scenario is, The player will choose a response from a choices. Each choices has a corresponding information like history etc, so what I want to happen is when the player chooses a response, the dialogue UI will cover almost entire the screen for the information to be more readable. After that UI will be back to normal.
like I said, is this possible? Or I will need to use third party software?
Re: From Small dialogue UI to larger UI
The Dialogue System's UI subsystem has been carefully designed so you can do almost anything without third party software, although it also supports seamless integration with third party software if you want to use it.
What about treating the middle picture ("New Dialogue which has more text into it") as the PC Subtitle?
If you want to use this approach, inspect the Dialogue Manager and tick Subtitle Settings > Show PC Subtitles During Line.
Then set up a PC Subtitle Panel like in your middle picture. You can even add an Animator with Show and Hide triggers if you want to make it appear and disappear in a fancy way such as expanding from the center of the screen.
Finally, when writing your conversation, put the short text in the Menu Text field and the long text in the Dialogue Text field. For example:
What about treating the middle picture ("New Dialogue which has more text into it") as the PC Subtitle?
If you want to use this approach, inspect the Dialogue Manager and tick Subtitle Settings > Show PC Subtitles During Line.
Then set up a PC Subtitle Panel like in your middle picture. You can even add an Animator with Show and Hide triggers if you want to make it appear and disappear in a fancy way such as expanding from the center of the screen.
Finally, when writing your conversation, put the short text in the Menu Text field and the long text in the Dialogue Text field. For example:
- Menu Text: "This is a Text Dialogue"
- Dialogue Text: "This is the New Dialogue which has more text in it"
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- Posts: 45
- Joined: Sat Jul 30, 2016 8:37 am
Re: From Small dialogue UI to larger UI
It would be great if you can send me one for reference. Thanks in advance.
Re: From Small dialogue UI to larger UI
I'll put together an example later today and post it here.
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- Posts: 45
- Joined: Sat Jul 30, 2016 8:37 am
Re: From Small dialogue UI to larger UI
Thanks, it would be a huge help.
Re: From Small dialogue UI to larger UI
Hi,
Here's an example scene (built in Unity 5.3.4):
LargerPCSubtitle_2016-08-18.unitypackage
When you play the scene, a conversation will start immediately. You can select a short response from the Response Menu. The player will then show more detailed response text in the PC Subtitle Panel.
On the Dialogue Manager, I ticked Show PC Subtitles During Line.
In the dialogue database, I used separate Menu Text and Dialogue Text for the Player's lines.
In the dialogue UI, I positioned the PC Subtitle Panel at the bottom and added some animation, setting the Panel's Animation Transition values. It's just a quick example animation that would need to be cleaned up a bit for production use.
If this isn't what you had in mind, there are other ways to handle this, too. If that's the case, just let me know and please step through a few more details about how you'd like it to work.
Here's an example scene (built in Unity 5.3.4):
LargerPCSubtitle_2016-08-18.unitypackage
When you play the scene, a conversation will start immediately. You can select a short response from the Response Menu. The player will then show more detailed response text in the PC Subtitle Panel.
On the Dialogue Manager, I ticked Show PC Subtitles During Line.
In the dialogue database, I used separate Menu Text and Dialogue Text for the Player's lines.
In the dialogue UI, I positioned the PC Subtitle Panel at the bottom and added some animation, setting the Panel's Animation Transition values. It's just a quick example animation that would need to be cleaned up a bit for production use.
If this isn't what you had in mind, there are other ways to handle this, too. If that's the case, just let me know and please step through a few more details about how you'd like it to work.
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- Posts: 45
- Joined: Sat Jul 30, 2016 8:37 am
Re: From Small dialogue UI to larger UI
Thank you very much. I was able to make what I wanted. Thanks for the reference
For future viewers, here's what I did.
If you will notice, in each dialogue UI, in my case Runic (Unity UI), it has an animator component. I was able to create a new animation clip, putted it in the controller and then call it in a specific dialogue via sequence using AnimatorPlay(). In the animator controller, I created a state: Fullscreen. The Fullscreen state has a default speed value of 1.
For example:
Conversation (NPC > PC)
*Hi > Hello > How are you > I'm fine thank you.
So what I want to do is make the dialogue UI's size into fullscreen in the "Hello" dialogue. So what I will do is call the animation state with the animation I created which will make the UI fullscreen in that dialogue's sequence. AnimatorPlay(Fullscreen, Dialogue Panel). This will make the dialogue's size fullscreen like the middle picture in my first post.
Then after that, in the "How are you" dialogue, I want to revert it in the original size like the third picture in my first post, so what I will do is in the sequence of the "How are you" dialogue, I will write AnimatorPlay(Start, Dialogue Panel).
Note that the "Start" state is already defined in the animator controller. Meaning it is already built when I checked the controller
Tha's all And thank you again Tony.
For future viewers, here's what I did.
If you will notice, in each dialogue UI, in my case Runic (Unity UI), it has an animator component. I was able to create a new animation clip, putted it in the controller and then call it in a specific dialogue via sequence using AnimatorPlay(). In the animator controller, I created a state: Fullscreen. The Fullscreen state has a default speed value of 1.
For example:
Conversation (NPC > PC)
*Hi > Hello > How are you > I'm fine thank you.
So what I want to do is make the dialogue UI's size into fullscreen in the "Hello" dialogue. So what I will do is call the animation state with the animation I created which will make the UI fullscreen in that dialogue's sequence. AnimatorPlay(Fullscreen, Dialogue Panel). This will make the dialogue's size fullscreen like the middle picture in my first post.
Then after that, in the "How are you" dialogue, I want to revert it in the original size like the third picture in my first post, so what I will do is in the sequence of the "How are you" dialogue, I will write AnimatorPlay(Start, Dialogue Panel).
Note that the "Start" state is already defined in the animator controller. Meaning it is already built when I checked the controller
Tha's all And thank you again Tony.
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- Posts: 45
- Joined: Sat Jul 30, 2016 8:37 am
Re: From Small dialogue UI to larger UI
Hi, I encountered a new problem, here it is
as you can see, the dialogue ui is somewhat not visible. And sometimes, it is completely invisible. But it never became completely visible.
I wonder why is that, I have 2 npcs in that scene, on my first npc, the UI is completely fine, but in the second, the problem arises. I checked both npc settings, they are both the same, the conversation in the dialogue database is also the same (note, they are different conversation, but the settings like the Sequence I used are the same)
EDIT: I tried restarting unity, and now it COMPLETELY ignores the dialogue with the sequence in it. It skips to the next dialogue immediately
Just in case, I'll attach the screenshot of my animator controller component and the animation clip window
as you can see, the dialogue ui is somewhat not visible. And sometimes, it is completely invisible. But it never became completely visible.
I wonder why is that, I have 2 npcs in that scene, on my first npc, the UI is completely fine, but in the second, the problem arises. I checked both npc settings, they are both the same, the conversation in the dialogue database is also the same (note, they are different conversation, but the settings like the Sequence I used are the same)
EDIT: I tried restarting unity, and now it COMPLETELY ignores the dialogue with the sequence in it. It skips to the next dialogue immediately
Just in case, I'll attach the screenshot of my animator controller component and the animation clip window
Re: From Small dialogue UI to larger UI
Are there any errors or warnings in the Console window?
Would it be possible for you to send an example project to tony (at) pixelcrushers.com? (All customer files are handled confidentially.)
Would it be possible for you to send an example project to tony (at) pixelcrushers.com? (All customer files are handled confidentially.)
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- Posts: 45
- Joined: Sat Jul 30, 2016 8:37 am
Re: From Small dialogue UI to larger UI
My project is almost 10gb. But I'll try to recreate the problem in other project