This chapter describes how to set up the Dialogue Manager GameObject in your scenes.
The Dialogue Manager coordinates runtime activity and maintains the Lua environment that contains the Dialogue System's runtime data. To add the Dialogue Manager, drag the prefab Assets ► Plugins ► Pixel Crushers ► Dialogue System ► Prefabs ► Dialogue Manager into the scene:
The Dialogue Manager's default settings make it persist across scene changes and ensure that only one copy exists in the scene. You will typically use one Dialogue Manager, added to your main menu scene. You can put other Dialogue Managers in your location scenes so you can test them without having to come in from the main scene. But keep in mind that in normal gameplay the Dialogue Manager from the main scene will carry through and destroy the "test" Dialogue Manager in your location scene.
The Dialogue System Controller component holds the Dialogue System's settings.
The Dialogue Manager loads this dialogue database when it starts.
The Display Settings section contains these subsections:
Note: You can override these settings for specific conversations by inspecting the conversation in the Dialogue Editor, selecting Menu → Conversation Properties, and then ticking Override Display Settings.
The Persistent Data Setting section allow you to specify what data are included in saved games and saved across scene changes.
The Other Settings section contains miscellaneous settings. Of note:
The Dialogue Manager prefab also has these components:
You may also need to add a standard Unity EventSystem if your scene doesn't already have one.
The Dialogue Manager in the Demo has these additional components:
These components are covered in detail in the Save System section.
The optional Dialogue Manager Setup Wizard will step you through configuration with verbose descriptions of each setting. To run the wizard, click the Dialogue Manager's Wizard button or select menu item Tools → Pixel Crushers → Dialogue System → Wizards → Dialogue Manager Wizard.
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