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4.1 Starting a Dialog
| Image | Info |
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Initiates a dialog sequence using the specified dialog tree asset and configuration. |
| Description | |
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To start a Dialog, add the Starting a Dialog will call the Dispatchers for While starting a Front or Back Dialog, the System will spawn the corresponding Dialog Widget from the Class you setup in the project Settings. This Widget then is added to the GameClientViewport, which makes the Dialog persistent, even while switching levels. This is differently handled for Bubble Dialogs. Those will be started on their own separate Task and run in the background, allowing for the Player to run around, talk to NPCs - But have other NPCs chat simultaneously. |
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| Name | Type | Description |
| DialogID | ![]() |
The Node ID to start from. This appears as a Dropdown of all NodeIDs in the selected Asset. The Dropdown also shows the Dev Comment you set on a Node to easily identify your start nodes. |
| OfType | ![]() |
Define the type of Dialog you want to Start. Front: Normal Dialog with Interactions. Back: Subtitle Dialog. Auto! Bubble: NPC chatting Dialog for the participants. Auto! |
| ParticipantTags | ![]() |
Select a single or Range of Tags of Participants you want to add to this Dialog. The System will gather all matching participant Components by itself based on these Tags. |
Dialog Types marked with Auto! do not provide Interaction.
Messages always run by themselves and continue automatically after a given amount of time.
The Time it takes to continue, can be set inside each message Node individually.
Bubbles also have a Minimum Waiting Time, which can be set in the project Settings.
Bubble Dialogues also Skip Options and Beacons completely.
Back Dialogues only Skip Options and run beacons normally.
A back Dialog can run simultaneously to Bubbles and Front Dialogues. But a Front Dialog is always staying on Top!
I. What is the Dialog Backend?
II. Setting up
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