Hi!
It depends on how you're triggering conversations. Here are some ideas:
- Keep track of the stage in a Dialogue System variable. In the Dialogue Editor, branch your conversation based on the value of this variable. To set a Dialogue System variable, use
DialogueLua.SetVariable() in a script or an equivalent visual scripting action (e.g.,
PlayMaker). Then check this variable in your dialogue entry nodes'
Conditions fields. You can use the
Lua wizard to set Conditions fields.
- Add different
Conversation Triggers on different GameObjects, one GameObject for each stage. Activate the corresponding GameObject for each stage.
- Add all of the Conversation Triggers to a single GameObject, and use the Condition section of each one to specify which conversation to start.
- Or manually call
DialogueManager.StartConversation() in a script (or equivalent visual scripting action), specifying the conversation you want to start.
For simplicity, I recommend keeping all of your conversations in a single dialogue database. You can use forward slash characters ( "/" ) in your conversation titles to group them into submenus in the Dialogue Editor.
It's possible, though, to
use multiple dialogue databases.