Hello,
I would like to use Unity Addressable for extra content but I'm having trouble with understanding how it work with Dialogue system. Currently I have added prefab and scenes as Addressable but what about the Dialogue conversation and variables?
How do I add those two as Addressable?
Help with using Addressable for downloadable contents
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- Posts: 6
- Joined: Thu Apr 25, 2024 12:24 pm
Re: Help with using Addressable for downloadable contents
Hi,
Conversations and variables are contained inside a DialogueDatabase asset. There's no need to load them separately. If you download a new DialogueDatabase asset in your own code, you can use the DialogueManager.AddDatabase() method to add it to the Dialogue System's runtime environment. (See this for important info: Working With Multiple Databases)
The Audio()/AudioWait() sequencer commands can already load audio clips from downloadable addressables, and SetPortrait() can load portrait images from downloadable addressables.
Conversations and variables are contained inside a DialogueDatabase asset. There's no need to load them separately. If you download a new DialogueDatabase asset in your own code, you can use the DialogueManager.AddDatabase() method to add it to the Dialogue System's runtime environment. (See this for important info: Working With Multiple Databases)
The Audio()/AudioWait() sequencer commands can already load audio clips from downloadable addressables, and SetPortrait() can load portrait images from downloadable addressables.