Dialogue System for Unity with plyGame

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
Posts: 20642
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity with plyGame

Post by Tony Li »

Hi,

You don't need to use plyBlox. The Dialogue System provides components for this. Use Set Component Enabled On Dialogue Event or Set Active On Dialogue Event.

For example, to hide a UI during conversation, add a Set Active On Dialogue Event component. Set the Trigger to OnConversation. Add elements to On Start and On End. Assign the UI canvas to both elements. Set On Start's value to False. Leave On End's value at True.

You also don't need plyBlox for a skip/continue button. Inspect the Dialogue Manager and change Subtitle Settings > Continue Button to Always. Make sure your dialogue UI has a continue button.
davidsibya08
Posts: 57
Joined: Sun Feb 12, 2017 2:11 pm

Re: Dialogue System for Unity with plyGame

Post by davidsibya08 »

Hello Sir Tony,

Ahh. I am was so blind with that. Hehe I finally got it right. :)

How can I use different prepared camera scene to be use during sequences?

Thank you Sir Tony. :)
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Tony Li
Posts: 20642
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity with plyGame

Post by Tony Li »

Hi David,
davidsibya08 wrote:How can I use different prepared camera scene to be use during sequences?
It's complicated to use a different scene. But if you only want to use a different camera, that's easy. Assign the camera to the Dialogue Manager's Display Settings > Camera Settings > Sequencer Camera.
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