Firstly the asset looks amazing and I have tried out the trial and it works really smoothly. However, I have 2 questions before I purchase the asset.
1. Is it possible to trigger a conversation without the use of the "Use key" parameter in the Proximity Selector script?
2. What I am trying to achieve is triggering a sequence of dialogue without the use of player responses. Can this be achieved using the Conversations tab in the database?
Sharkbowl wrote: ↑Fri Jul 17, 2020 12:24 pm1. Is it possible to trigger a conversation without the use of the "Use key" parameter in the Proximity Selector script?
Absolutely! The Selector / Proximity Selector is just an optional add-on that provides a handy way to interact with things, but it's certainly not required. You can start a conversation by calling a Dialogue System Trigger's OnUse() method (e.g., in a script or in a UI button's OnClick() event), or calling DialogueManager.StartConversation() in a script, or using a visual scripting action in any of the included integrations, such as for PlayMaker.
Sharkbowl wrote: ↑Fri Jul 17, 2020 12:24 pm2. What I am trying to achieve is triggering a sequence of dialogue without the use of player responses. Can this be achieved using the Conversations tab in the database?
Yes. You don't have to assign any lines to the player. And, if you do assign responses to the player, you can choose to have them auto-play instead of showing a response menu.
Sharkbowl wrote: ↑Fri Jul 17, 2020 1:28 pmOne last thing I wanted to ask, how are we able to add audio to each specific dialogue entry?
The simplest is to put the audio file in a Resources folder. Then drag the audio file into the dialogue entry's Sequence field. You'll see that this will add an AudioWait() sequencer command.
This is a quick way to hear it working. But it isn't necessarily ideal for all situations because (1) you have to put all the audio files in Resources, and (2) you have to drag each one individually into a Sequence field. If you have a relatively small number of audio files, it's fine to do this.
Alternatively, you can put the audio files in asset bundles or use Addressables. In addition, you can use something called an entrytag to automate it so you don't have to do anything specific to each dialogue entry.
BTW, the Dialogue System is in the Asset Store's Mega Tools Bundle. If you're considering any of the other assets in the top tier, you can save 90% on them all as a bundle.