Making camera free on conversation

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NicoEsteban
Posts: 8
Joined: Fri Feb 09, 2018 10:42 am

Making camera free on conversation

Post by NicoEsteban »

Hi!

Im using a conversation trigger on a gameobject so when the player steps on it, a conversation with himself (like a thought) happens but as this is in a place full of enemies I dont want the camera to stay still until the text dissapears. I made the conversation last for 3 seconds so the player wont have to cancel it by themselves, but the camera is stuck for 3 seconds and I cant find where to remove that only for that conversation.

Thanks again!
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Tony Li
Posts: 21960
Joined: Thu Jul 18, 2013 1:27 pm

Re: Making camera free on conversation

Post by Tony Li »

Hi!

There are probably two parts to this.

1. If you're using Camera() sequencer commands in this monologue conversation, don't use them. If the Dialogue Manager's Default Sequence uses Camera() commands, open the Dialogue Editor onto your monologue conversation. Click on blank canvas to edit the conversation's properties. Tick Override Display Settings > Sequence Settings. Specify a Default Sequence that doesn't use Camera() commands, such as:

Code: Select all

Delay({{end}})
2. If you've configured the player with a Set Component Enabled On Dialogue Event component that disables the player's camera and controls during conversations, you'll want to prevent this from happening with the monologue conversation. A quick way to implement this is to add a kinematic rigidbody (Is Kinematic ticked) and trigger collider (Is Trigger ticked) as a child GameObject of the player. Give it a unique tag, such as PlayerMonologue. Set the Conversation Trigger's Condition > Accepted Tags to the name of that tag (PlayerMonologue). Now this child GameObject, not the main player GameObject, will trigger the conversation. This means the main player GameObject will not receive OnConversation events, so it won't disable the player's camera and controls.

If you don't need a reference to the player at all, you can skip the child GameObject, and just assign the Conversation Trigger's GameObject as the Actor and Conversant.
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