NPC Portrait Only, and Disabling Typewriter

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JamesTFreaknKirk
Posts: 13
Joined: Mon Jan 16, 2023 9:44 am

NPC Portrait Only, and Disabling Typewriter

Post by JamesTFreaknKirk »

Hello!

I've decided to use this asset for my project, and Can I first say how well packaged everything is!

I've got a couple of questions, I've tried to look for the same topics but couldnt find anything

Question 1: I'd like to have only the NPC portrait show up during conversation. For my UI prefab I used the "Old School Template". which matches the style I'm going for. But it looks like this prefab has one portrait gameobject, so whenever I get to my players response, the portrait goes blank. (I'm assuming this is because I didnt set any player portrait)So I'd like it to show only the character I'm talking to, throughout the entire conversation. however on the template when I click the subtitle Panel and check "Only show NPC portraits" the portrait still goes blank when the conversation gets to the players responses.

Question 2: I have the textAnimator asset installed and would like to use it for my dialogue system. I have two questions regarding this. this asset requires that I disable to dialogue systems built in typewriter, where do i do that? and secondly, during conversation, what is the best way to use the text animator special effects?

Thanks so much for your time, and again for the really great asset! this is going to save me tons of work!
JamesTFreaknKirk
Posts: 13
Joined: Mon Jan 16, 2023 9:44 am

Re: NPC Portrait Only, and Disabling Typewriter

Post by JamesTFreaknKirk »

I just found another post about my first question, my problem was I was supposed to set my visibility to "Always from start" on my subtitle panel!

Sweet! Thanks
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Tony Li
Posts: 22140
Joined: Thu Jul 18, 2013 1:27 pm

Re: NPC Portrait Only, and Disabling Typewriter

Post by Tony Li »

Hi,
JamesTFreaknKirk wrote: Mon Jan 16, 2023 10:07 amQuestion 1: I'd like to have only the NPC portrait show up during conversation. For my UI prefab I used the "Old School Template". which matches the style I'm going for. But it looks like this prefab has one portrait gameobject, so whenever I get to my players response, the portrait goes blank. (I'm assuming this is because I didnt set any player portrait)So I'd like it to show only the character I'm talking to, throughout the entire conversation. however on the template when I click the subtitle Panel and check "Only show NPC portraits" the portrait still goes blank when the conversation gets to the players responses.
Thanks for using the Dialogue System! Keep the StandardUISubtitlePanel component's Only Show NPC Portraits checkbox ticked. Inspect the Response Menu Panel GameObject, and unassign the StandardUIMenuPanel's PC Name and PC Image fields. (And also keep Visibility at Always From Start.)
JamesTFreaknKirk wrote: Mon Jan 16, 2023 10:07 amQuestion 2: I have the textAnimator asset installed and would like to use it for my dialogue system. I have two questions regarding this. this asset requires that I disable to dialogue systems built in typewriter, where do i do that? and secondly, during conversation, what is the best way to use the text animator special effects?
Inspect the dialogue UI's Subtitle Text GameObject. Remove UnityUITypewriterEffect. Enable the Dialogue System's TextMesh Pro support as described here. Then set up the Text Animator effect as described here. You can use the Text Animator effect tags, such as <wiggle>, in your Dialogue Text.
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