Using ArticyDraft/DialogueSystem and Corgi, help needed
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Using ArticyDraft/DialogueSystem and Corgi, help needed
Hi, I'm having trouble getting the dialogue UI to start and display the conversation, I followed some tutorials but I'm getting no response. I have added the various components and attempting to use the Standard Bubble UI to display your version of Corgi's dialogue zone, I'm definately doing something wrong here but can't find what it is Any pointers would be gratefully received thank you!
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
Hi!
Let's take it step by step. We'll save articy for the very end.
1. I assume you imported the "Corgi Support" package in Dialogue System / Third Party Support. If not, please import it.
If you're using Inventory Engine, you'll eventually also want to import both "Inventory Engine Support" packages. One is in Dialogue System / Third Party Support. The second is in Common / Third Party Support. You can save this step for when you need to access Inventory Engine from the Dialogue System.
BTW, documentation is here: Corgi Support, Inventory Engine Support.
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2. Does the example scene work? It's in Assets / Pixel Crushers / Dialogue System / Third Party Support / Corgi Support / Example. The scene is named "Corgi Example".
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3. If that works, open your scene. Make sure you've added a Dialogue Manager prefab to the scene and assigned a dialogue database to it.
Inspect your NPC, and remove any Dialogue System components that you've added. The Corgi Support / Example / Prefabs folder contains a prefab named ConversationZone. Add this prefab as a child of your NPC. Inspect the NPC's ConversationZone. Set the Dialogue System Trigger component's Conversation dropdown. You can also set the Dialogue Actor component's Actor dropdown.
If you haven't written a conversation yet, follow the Quick Start tutorial to write a conversation in the built-in Dialogue Editor window, or just use an existing dialogue database to test with.
Play the scene. Make sure it plays the conversation properly.
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4. If that works, you can either customize the ConversationZone's UI elements, or replace them. To replace them with the bubble UI:
5. Once the Unity/Dialogue System side is working, look over the articy:draft Import steps. Here's a summary:
Let's take it step by step. We'll save articy for the very end.
1. I assume you imported the "Corgi Support" package in Dialogue System / Third Party Support. If not, please import it.
If you're using Inventory Engine, you'll eventually also want to import both "Inventory Engine Support" packages. One is in Dialogue System / Third Party Support. The second is in Common / Third Party Support. You can save this step for when you need to access Inventory Engine from the Dialogue System.
BTW, documentation is here: Corgi Support, Inventory Engine Support.
---
2. Does the example scene work? It's in Assets / Pixel Crushers / Dialogue System / Third Party Support / Corgi Support / Example. The scene is named "Corgi Example".
---
3. If that works, open your scene. Make sure you've added a Dialogue Manager prefab to the scene and assigned a dialogue database to it.
Inspect your NPC, and remove any Dialogue System components that you've added. The Corgi Support / Example / Prefabs folder contains a prefab named ConversationZone. Add this prefab as a child of your NPC. Inspect the NPC's ConversationZone. Set the Dialogue System Trigger component's Conversation dropdown. You can also set the Dialogue Actor component's Actor dropdown.
If you haven't written a conversation yet, follow the Quick Start tutorial to write a conversation in the built-in Dialogue Editor window, or just use an existing dialogue database to test with.
Play the scene. Make sure it plays the conversation properly.
---
4. If that works, you can either customize the ConversationZone's UI elements, or replace them. To replace them with the bubble UI:
- Delete the ConversationZone's CorgiStandardDialogueControls child.
- Add an instance of Bubble Template Standard UI Subtitle Panel as a child of the ConversationZone.
- Assign this instance to the Conversation Zone's Dialogue Actor in the Custom Subtitle Panel field. You can also assign a prefab directly to the Custom Subtitle Panel field. The Dialogue Actor component will instantiate the prefab at runtime in this case. But you may prefer to add the instance at design time so you can customize it more easily.
5. Once the Unity/Dialogue System side is working, look over the articy:draft Import steps. Here's a summary:
- Write dialogues in articy. ("Dialogue" in articy is equivalent to "Conversation" in the Dialogue System.)
- Export your articy project as an XML file.
- In Unity, use the articy Import window to convert the XML file to a dialogue database.
- Assign the dialogue database to your Dialogue Manager.
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
Thank you, your support is superb, I'll go try that now
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
I just added a few notes about articy to my previous reply. I got so caught up in the Corgi info that I totally forgot articy.
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
No luck, the example scene doesn't work, should I try in my scene?
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
If the example scene doesn't work, then there's probably a more fundamental issue, and your scene probably won't work either.
Are there any errors or warnings in the Console window?
What versions of Unity and Corgi are you using?
Are there any errors or warnings in the Console window?
What versions of Unity and Corgi are you using?
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
Also, would you please try this:
1. Create a new, empty project.
2. Import Corgi.
3. Import the Dialogue System.
4. Import the Dialogue System's Third Party Support / Corgi Support.
5. Play the Dialogue System's Corgi Example scene.
Let me know if that works, or if it reports any errors or warnings.
1. Create a new, empty project.
2. Import Corgi.
3. Import the Dialogue System.
4. Import the Dialogue System's Third Party Support / Corgi Support.
5. Play the Dialogue System's Corgi Example scene.
Let me know if that works, or if it reports any errors or warnings.
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
Hiya, I'm using Unity 2018.3.0f3 and Corgi 2.8, just trying a blank project now, thanks for the help
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
Hi,
Are we talking about the same Corgi asset? The integration is for More Mountains' Corgi Engine - 2D + 2.5D Platformer, which is on version 5.3.
Are we talking about the same Corgi asset? The integration is for More Mountains' Corgi Engine - 2D + 2.5D Platformer, which is on version 5.3.
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Re: Using ArticyDraft/DialogueSystem and Corgi, help needed
Yes sorry 5.3 not 5.8. It worked in a blank project, I have a couple of errors to do with the 2DDL lighting system that I can't seem to solve, and a bunch of warnings I'm just about to have a good browse through. Last time something broke I found removing the extra Unity packages cleared it up, I'll try get rid of anything I don't desperately need