Anatomy

Last updated 2 months ago

Dialogue Anatomy

The Dialogue module is a Component that can be attached to any scene Game Object or prefab. To create one, right click on the Hierarchy Panel and select Game Creator → Other → Dialogue.

(All available Dialogue elements)

The Toolbar

The Toolbar is where all the Dialogue items are created. It's located at the top of the Dialogue component.

  • Add Text: Create a dialogue line.

  • Add Choice Group: Prepare the Dialogue for a set of choices.

  • Add Choice: Can only be added below a Choice Group. Represent a choice line.

  • Delete element/s: Removes all selected items.

  • Search: Type to search a specific line of dialogue.

  • Maximize/Minimize: Toggle between fullscreen and normal mode. Useful for large conversations.

Dialogue Elements

Any Dialogue is composed of the combination of 3 types of elements: Text, Choice Groups and Choices.

Text Elements

The most common element on a conversation between characters. The Text element allows to display a text following a set of rules defined by the Conditions tab and execute a set of Actions (if any) that can be found in its homonym tab. If a custom skin is provided, it will use it for this specific line of text. Otherwise, it will use the one set in the Preferences Window.

It is highly recommended that you play a little with the different options and familiarize with can be done with the Dialogue module.

Additionally, you can also specify what happens after executing a Text element. The default behavior is that it continues to the next one (which is the most common option), but sometimes you might want to end the conversation upon reaching a certain point or jump to a previous node.

To do so, change the After Run property to Exit to end the dialogue or Jump to jump to another dialogue line. Continue will jump to the next element (if any).

Choice Group & Choices

Choice Group and Choice elements go hand in hand. A Choice Groups behaves like a Text element, but also allows to specify the characteristics and settings of the following choices presented to the player.

For example, imagine there's a Merchant that asks for directions to The Castle. The choices presented to the Player could be:

  • "The Castle is further beyond the Northern Mountains"

  • "The Castle is across the Southern Sea"

The Choice Group will allow you to configure if this choice is a Timed Choice as well as specify how much time has the player to make a choice. Also, if it's a timed choice, you can specify what happens if no choice is made:

  • Select first choice

  • Select a random choice

  • Skip the entire choice group

A Choice Group will also allow you to randomly shuffle all choices at runtime.

(Choices options)

On the other hand, a Choice element will work as a "gate" to a specific choice. They work more or less like a Text element. The difference is that only the player can use one.

Tips & Tricks

See there's a Condition tab inside a Text Element? These Conditions are checked before running the text line. If the result is negative, the line will be skipped.

You can take advantage of this and skip entire conversations by dragging and dropping Text Elements inside another Text Element. If the upper-most element's Conditions evaluate as false, any of its children will be shown.

You can also use Global Variable values inside your texts. To do so, use the global[name-of-your-variable] syntax.