Is it possible that the NPC gets a speech bubble and the text is updating very X seconds?
I want a NPC sleeping on the ground and he is counting sheep in his sleep. I think in this case the best way to do that is that I Show the SpeechBubble myself and update the text in it myself and don't use something like StartConversation() or Bark().
Also: Can I put an image in the dialog (speech bubble)?
How to have one speech bubble with updating text?
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Re: How to have one speech bubble with updating text?
Hi,
A conversation or a bark will work for this. If you control it all from a script, use barks. Example:
If you know the maximum number of sheep, you can create a conversation with that many dialogue entry nodes. Then play it. If you want the text to appear overhead, see: How To: Show Overhead Conversation Bubble Text. To show images, use TextMesh Pro and <sprite> tags.
A conversation or a bark will work for this. If you control it all from a script, use barks. Example:
Code: Select all
int count = 0;
while (isPlayerAwake)
{
count++;
DialogueManager.BarkString($"{count} sheep", player.transform);
yield return new WaitForSeconds(2);
}
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Re: How to have one speech bubble with updating text?
Thanks that works like a charm.
I only had to add a Dialogue Actor to the NPC with a Bark UI to make it work.
I only had to add a Dialogue Actor to the NPC with a Bark UI to make it work.
Re: How to have one speech bubble with updating text?
Great! Glad to help.