Dialogue
In most games, a system for displaying dialogue is essential, whether for NPC conversations, tutorials, or other in-game messages. Here we display a system that helps you create these dialogues easily

You can create a new dialogue by going to Create/Essentials/Dialogue/Dialogue. Here we can configure a couple of settings.

The actual dialogue data is what's called the Header and the Description. To create a full conversation we can create new Branches. A Branch is a link to another dialogue instance. For example, if we want to transition from dialogue A to B, we create a new Branch and assign dialogue B as the Next dialogue.
For the dialogue to understand which and when it should transition to another branch, we use Conditions. A condition can be for example; Done (whenever dialogue has finished), Skip (if a user presses a button) etc. You can create and locate new conditions under the Create/Essentials/Dialogue/Conditions.
Conditions
To create a custom condition, we do the following:
For example, to create a skip condition we write:
Or, if we just want to create a condition that auto-selects the branch when the dialogue is finished:
Initializing dialogues
Dialogues can appear visually in many different scenarios. This is why we created an abstract DialogueManager that you can extend wherever you need a dialogue to appear.
For example; if we want to show the dialogue in a UI we could create a dialogue manager like this:
For more examples, we can see the dialogue demo.
To later start a dialogue, we can simply call:
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