Assign the GameObject with the StandardDialogueUI component to the OverrideDialogueUI component. Probably this:
auntie.png (199.98 KiB) Viewed 286 times
Note: Whenever Auntie is the primary actor or conversant in a conversation, the Dialogue System will use this dialogue UI instead of the default one that's assigned to the Dialogue Manager's Display Settings > Dialogue UI field. More info: Character GameObject Assignments
Hmm, I had that assigned already (the gameobject with the StandardDialogueUI.component) - is there a setting in the DialogueManager or the "default dialogue UI" that would be stopping it from swapping out?
I also tried increasing the priority but it didn't work either
If another Override Dialogue UI component on one of the participants has a higher Priority value, that would override this one.
However, I suspect Auntie isn't being used as either primary participant. Inspect the conversation in the Dialogue Editor. Select Menu > Conversation Properties. Meke sure Auntie is assigned as the Actor or Conversant. Then inspect the dialogue entry nodes and make sure Auntie's lines are also set to Auntie.
Then make sure Auntie will be used as the runtime conversation's conversation actor or conversation conversant (whichever you assigned in the Dialogue Editor). Please see the link in my previous post for more details.
If Auntie's GameObject isn't used as the primary actor or conversant, the Dialogue System won't check her GameObject for an Override Dialogue UI component.
Alternatively, you can use assign the dialogue UI directly to a Dialogue System Trigger's Actions > Start Conversation section to make that conversation use dialogue UI. Or, if you're starting the conversation in a C# script, pass the dialogue UI to DialogueManager.StartConversation().