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Change dialogue canvas in script
Posted: Mon Mar 31, 2025 11:11 am
by ORCONECTESLIMOSUS
Ey
I have multiple worldspace UIs.
Dialogue is triggered with a C# script, and I'm looking for a way to change the UI in the script itself, possibly by assigning the right UI for each interactable thing in the inspector. How do i achieve this?

)))))
Re: Change dialogue canvas in script
Posted: Mon Mar 31, 2025 12:01 pm
by Tony Li
Hi,
Here are some ways:
- Assign the dialogue U to the interactable thing's Dialogue System Trigger component > Actions > Start Conversation > Override Dialogue UI
- Or add an Override Dialogue UI component to the thing and assign the dialogue UI to it
- Or use the default dialogue UI (e.g., Basic Standard Dialogue UI) but tell this thing to use a custom subtitle panel, as in How To: Show Overhead Conversation Bubble Text
Some other options that probably aren't what you're looking for: call the C# method
DialogueManager.UseDialogueUI() or, to change dialogue UIs mid-conversation, assign a dialogue UI to DialogueManager.conversationModel.dialogueUI.
Re: Change dialogue canvas in script
Posted: Mon Mar 31, 2025 1:33 pm
by ORCONECTESLIMOSUS
Sorry, i didn't specify: the dialogue is triggered within a C# script with
DialogueManager.StartConversation(ConversationName);
,not with a dialogue system trigger component
Re: Change dialogue canvas in script
Posted: Mon Mar 31, 2025 2:02 pm
by Tony Li
That's fine. All of the same ideas still apply. For the first one, you can specify the override dialogue UI in
DialogueManager.StartConversation().