Hi,
Yes, there are many ways to do this in the Dialogue System. BTW, the
Dialogue System Extras page has a free Choose Your Own Adventure framework that you can use to give yourselves an extra head start, or just to pick apart for ideas.
There are two ways to insert images in dialogues: (1) as images shown somewhere on the screen such as a background image, or (2) inline with the dialogue text.
Inline with dialogue text: The text rendering components in Unity's built-in GUI systems (Unity UI and the older, legacy Unity GUI) don't natively support inline images. However, if you buy
Text Mesh Pro, which supports inline images, the Dialogue System includes a
support package.
Images on screen: The easiest solution is to set up each image in your scene as a separate GameObject with a unique name. They could be sprites, Unity UI Images, or whatever you prefer. Deactivate all of these GameObjects. As you write your conversation, use
sequences to activate and deactivate GameObjects as appropriate. Specifically, in the
Sequence field of dialogue entries use the
SetActive() sequencer command. For example, say you've set up two GameObjects with background images: "Cottage Background" and "Forest Background". In the dialogue entry where the player travels from the cottage to the forest, set the Sequence field to:
Code: Select all
SetActive(Cottage Background, false);
SetActive(Forest Background, true)
If you want to use some other method and you have a programmer on your team, you can also write your own
custom sequencer commands or add your
C# code to the Lua environment. The process is actually quite simple and doesn't require any advanced programming skills.
If I can provide more help with any of this, just let me know!