There seems to be a short delay after the conversant speaks and before player options are displayed. Can I change this? Similarly, is there a way to add a delay after the player selects an option and the conversant responds? (In this case, I would like to add blinking dots as if the conversant is thinking before replying)
Thanks for your help!
Delays between dialogue
Re: Delays between dialogue
Hi,
Please see: How To: Control the Duration of Subtitle Text
To add blinking dots after the player selects an option, set the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Player Sequence. (This will make more sense after reading the link above.) For example, say you have an animated GameObject uniquely named "Blinking Dots" that you want to show for 2 seconds. Set Default Player Sequence to:
Side note 1: The SMS Dialogue UI prefab already does this. It uses a custom subclass of the StandardDialogueUI script.
Side note 2: If you require the player to click a continue button to advance each subtitle, set the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button dropdown to Not For PC instead of Always.
Please see: How To: Control the Duration of Subtitle Text
To add blinking dots after the player selects an option, set the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Player Sequence. (This will make more sense after reading the link above.) For example, say you have an animated GameObject uniquely named "Blinking Dots" that you want to show for 2 seconds. Set Default Player Sequence to:
Code: Select all
SetActive(Blinking Dots, true);
SetActive(Blinking Dots, false)@2
Side note 2: If you require the player to click a continue button to advance each subtitle, set the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button dropdown to Not For PC instead of Always.