Various UI Types

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CharlesKleeven
Posts: 1
Joined: Sat Aug 06, 2022 4:55 pm

Various UI Types

Post by CharlesKleeven »

I'm aiming to have multiple UI interfaces depending on the NPC and circumstances, and I'm unsure of the best way to approach this. From the videos, I see you can have standard NPC dialogue and barks, but I'd like to have multiple types of each as well.

For instance:
- Dialogue UI:
1) NPCs with portraits opening typical RPG dialogue menu.
2) Speech bubbles with or without player responses.
- Barks:
3) Barks above items
4) Barks at the top of the screen

Would I need to do something like making multiple templates and overriding them? I'm still learning how the asset works, and I'd really appreciation any clarification.
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Tony Li
Posts: 22145
Joined: Thu Jul 18, 2013 1:27 pm

Re: Various UI Types

Post by Tony Li »

Hi,

You're on the right track already.

> 1) NPCs with portraits opening typical RPG dialogue menu.

Make a dialogue UI that looks like this, and assign it to the Dialogue Manager GameObject's Display Settings > Dialogue UI field. The Dialogue System will use this dialogue UI by default for all conversations that don't override it.

> 2) Speech bubbles with or without player responses.

See: How To: Set Up Overhead Bubble Text and How To: Bypass Response Menu When Player Has One Choice

> 3) Barks above items

Set up as regular barks. (See the Bark Tutorial)

> 4) Barks at the top of the screen

Add a special actor for barks at the top of the screen (e.g., "Narrator" is a common one). Create a GameObject for this actor, add a Dialogue Actor component, and assign a bark UI that you've designed in a screen space canvas and placed at the top of the screen. Use this actor for top-of-screen barks.
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