Meet and Talk - Dialogue System
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  • Welcome to Meet and Talk
  • Getting Started
    • Version Difference
    • Installation
  • Editor
    • Dialogue Editor
      • Node Design
    • Base Nodes
      • Dialogue Start
      • Dialogue Node
      • Dialogue Choice
      • Advanced Choice
      • Dialogue Time Choice
      • Advanced Time Choice
      • Dialogue End
    • Functional Nodes
      • Event Invoker
      • Random Output
      • Simple Branch
      • Advanced Branch
      • Change Music
      • Reset Saved Node
    • Decoration Nodes
      • Editor Notes
  • How To...
    • Create New Dialogue
    • Create New Character
    • Use Dialogue in Scene
    • Manage Localization System
    • Setup Global Value
    • Import / Export CSV Localization File
    • Auto-Translate Dialogue
    • Create New Event
  • Integration
    • Hellish Battle - 2.5D Retro FPS
    • UHFPS - Ultimate Horror FPS
  • Upgrade 1.X.X to 2.0.0
  • Troubleshooting
  • More Assets
  • Changelogs
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  • Set Up Dialogue in Scene
  • Change Dialogue UI In-Game
  • Change Dialogue Language
  1. How To...

Use Dialogue in Scene

Set Up Dialogue in Scene

To set up Dialogue for a scene, you need to go through a few steps:

1

Setup UI

You need to prepare the Dialogue UI as described in this part of the documentation ...

2

Interaction Object

To use the dialogue, you must have a prepared object in the scene that can trigger the dialogue. For the purposes of the demo and documentation, I will describe an example using TriggerArea.cs, but it could be a different script allowing the use of Unity Events, for example:

  • InteractionScript.cs in Hellish Battle - 2.5D Retro FPS

  • DemoInteraction.cs or TriggerArea.cs in Meet and Talk

3

Start Dialogue

Selected option starts Dialogue from random Start Node

Quick Start Dialogue
DialogueManager.StartDialogue(DialogueContainer SO);
Setup first then Start Dialogue
DialogueManager.SetupDialogue(DialogueContainer SO);
DialogueManager.StartDialogue();

Pro Version

Quick Specific Start
DialogueManager.SetupDialogue(DialogueContainerSO DialogueSO, string StartID);

Using this function in Free Version will Start Dialogue from random Start Node

Setup first then Specific Start
DialogueManager.SetupDialogue(DialogueContainer SO);
DialogueManager.StartDialogue(string);

Using this function in Free Version will Start Dialogue from random Start Node

Change Dialogue UI In-Game

With a simple function you can change the UI used for dialogues, it can be called in UnityEvent or in Script

DialogueManager.SetupUI(DialogueUIManager);

Change Dialogue Language

LocalizationManager.Instance.selectedLang = SystemLanguage.Polish;

PreviousCreate New CharacterNextManage Localization System

Last updated 4 months ago