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Override Dialogue UI

Posted: Tue Jul 08, 2025 10:46 pm
by lemonjolly_anna
Hi!

I'm trying to get the OverrideDialogueUI.component to work.
USE CASE: different dialogue art for different themes(in mech / out of mech)

Am I missing something?
Screenshot 2025-07-09 124344.png
Screenshot 2025-07-09 124344.png (210.24 KiB) Viewed 335 times
Screenshot 2025-07-09 124433.png
Screenshot 2025-07-09 124433.png (163.75 KiB) Viewed 335 times
Thank you! :geek:

Re: Override Dialogue UI

Posted: Wed Jul 09, 2025 8:10 am
by Tony Li
Hi,

Assign the GameObject with the StandardDialogueUI component to the OverrideDialogueUI component. Probably this:

auntie.png
auntie.png (199.98 KiB) Viewed 314 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

Re: Override Dialogue UI

Posted: Thu Jul 10, 2025 9:03 pm
by lemonjolly_anna
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

Re: Override Dialogue UI

Posted: Thu Jul 10, 2025 9:42 pm
by Tony Li
Hi,

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().