10:50 ATTENTION!! if using a newer version of unity and you try to use "Text - TextMessagePro" it will not work!! to get the code to work just change the "public Text nametext;" variable to "public TextMeshProUGUI nametext;" and do the same for the dialogue text variable!
@MeebleMeeble it would help if you would post a link to the official Unity video you're talking about so those of us can compare the foundation Brackeys gave us with a more advanced example like what you're mentioning. I did a quick search over the unity channel and I haven't seen anything focused on Dialogue. I found a few that touched on the subject but talked more about interactivity than what Brackeys has shown.
+MeebleMeeble Thanks for posting the link! From what I understand Brackeys is all about, for the mass population that tell themselves "Oh man I _wish_ I could make a game but don't know how..." Brackeys creates a strong, understandable, readable foundation that really rolls out the red carpet to the juicy center of Unity, Game Development, and Scripting's full potential. I think Asbjørn himself mentioned within his podcast linked in this video the history of Brackeys and the purpose as to why it was made, and why the format is now what it is. It's a cool history :D I also believe that he and Sofie (Sofibab? Sofi?) read the comments almost feverishly so they can see what they can do better to increase the quality of content put out, so mentioning the scrolling text reformatting itself could invoke another video, or start an entire "Dialogue pt 2", which would be super awesome as I love dialogue systems myself. On another note, much of learning code in general is a self endeavor. To be able to solve problems that appear before you that you can solve yourself is challenging and rewarding at the same time! Although Brackeys didn't mention how to solve the re-aligning of text printing to the game, doesn't it make you curious how you could solve it yourself, now that you know how to code such a system and understand the imput it takes? :) It intrigues me!
Thank you for this nice tutorial! I paused the game during the dialogue. For those of you who want to do the same, set the Update Mode of the Animator to "Unscaled Time", then instead of "yield return null" use "yield return new WaitForSecondsRealtime(typingSpeed)" where typingSpeed is a float variable storing the time delay between the appearance of the characters. Finally, all that is left to do is to set "Time.timeScale = 0" in the StartDialogue method and to set "Time.timeScale = 1" in the EndDialogue method.
Incredibly sad that the channel is no longer making these 😭, I've just finished completing a dialog system adapted from the above ☹. Thank you Brackey's for everything you've done for the indie gaming community!
It's funny because my friend and I were going to make a 2D game for a high school project and literally talked about how we should make a dialogue system. Always one step ahead of us Brackey!
I think there is a name for that phenomenon, where something is reapeted, and starts to not sound like word. Another word that iv'e noticed this happens a lot on is speech.
Thank you Brackeys, you make things stupid simple. Programming in Unity is really cool. I need to watch this a few times and do it, save it and make notes everywhere. The way you can reference objects in classes and other classes is insane. It gives me a whole new appreciation for the OOP I use in work.
I love the visuals and idea with the queue system! However, when you have a game with a lot of dialogue (eg. an RPG), you should rather use external text files for storing conversations. XML or Json - for example - could be used there. This enables you to write dialogues in a more lightweight environment (notepad++), is more expandable and - most importantly - makes your game easily translatable later on.
Hmm, I don't really know, since I didn't learn it from UA-cam, but in University. First of all you should learn how XML is structured syntactically. It's not really that hard - especially when you know how html works (which is based on xml). In Unity you can import xml files as assets of type "TextAsset". This is how you can load a file in Unity answers.unity3d.com/answers/63443/view.html Within the c# script you can then use XmlDocument to parse your xml file(s). This short stackoverflow answer gives you an idea on how this could look like: stackoverflow.com/a/55840/6330074
OR, if you are not very good at this, like me, you could just leave the name fields blank, and put the name of the character speaking at the beginning of each text block.
@@IndieMarkus For games that have extensive conversations, this method would work really good. Although I'm here just for making a prototype and this is more than enough for me. So I think this is a good starting point for beginners and this itself might be too complicated for some people.
I am a bit late for this reply but I am wondering if you can make some kind of a basic programming language for that. You write your code in a .txt file and c# reads and compiles that. Something like: Say "Hello I am NPC";
This was great Brackeys! And I love how it's so easy to add your own custom features onto it. I made it so that you can't skip the text until it's finished animating :).
It depends on what you're doing, but I'd recommend making it so that pressing 'Continue' when the text is still going will make it automatically put the whole thing in. I haven't tried this, but it doesn't look too hard to implement.
This is so clear and so helpful! Your tutorials are perfect, you go at just the right speed, you never ramble, and you make a program that seems complicated and daunting feel easy to learn! Thank you for all your hard work!
For those who want it to call DialogueTrigger when startup Write "Awake" instead of TriggerDialogue If you want to cause a delay between it, then use the Invoke command (look it up for even more detailed explanation)
You should also mention that Awake is called before Start -- so if you are following this tutorial remember anything in Start will not be called before Awake and you will run into null reference errors.
For all who want the button that displays the next text to be interactable after the text finishes here is the code. I just stumbled on this while working on some game updates. IEnumerator TypeSentence(string sentence) { storyText.text = ""; foreach(char letter in sentence.ToCharArray()) { storyText.text += letter; yield return null; } skipButton.interactable = true; } I hope this helps you out! :)
Very nice, this helped me so thanks. Instead of the skip button, I used a bool called "isTalking" because my dialogue is interacted through pressing the "E" key. I also made it so you could speed up the text after pressing continue twice, and the boolean makes it so you still can't skip until the text is finished. public void DisplayNextSentence() { if (sentences.Count == 0) { EndDialogue(); return; } typeSpeed = 0.02f; isTalking = true; string sentence = sentences.Dequeue(); StopAllCoroutines(); StartCoroutine(TypeSentence(sentence)); } IEnumerator TypeSentence(string sentence) { dialogueText.text = ""; foreach (char letter in sentence.ToCharArray()) { dialogueText.text += letter; yield return new WaitForSeconds(typeSpeed); } isTalking = false; } void Update() { if (Input.GetKeyDown("e")) { typeSpeed = 0f; if (!isTalking) { DisplayNextSentence(); } } }
Don't care about who complains you're too fast, your pace is perfect. We got video settings and a pause key for something. Thanks to you i can learn so many things saving a lot of time and that's amazing.
The only channel where I don't skip ads But seriously UA-cam, stop showing me Unity/Udemy ads! I already USE Unity and LEARNED it! I don't want to pay to someone to teach me! STOP
Would be pretty cool to see how to make the system where two charecters could have a conversation, so you would need to change the character name depending on which one is talking
Mythis I guess for example you would just add two button responses that only appear when a certain sentence is loaded. Then based on what button you press call a function, which loads the specific sentence to the answer you chose
This is an old video, but man is this script well planed! Just messing around with it has shown me how easy it is to call it, and the wide variety of ways to do so. Thanks for making such a well planned and accessible script.
If you are getting problems with null reference exceptions with your "sentences" variable, (error should first appear on sentences.Clear() if you are following Brackeys exactly) probably its because you are calling StartDialogue() before Start() is called at all (which is where the sentences variable is initialized). HOW TO FIX: You can fix this by changing Start() to Awake() in your DialogueManager.cs script. Awake() is called BEFORE ANYTHING ELSE in the script., while Start() is only guaranteed to be called before the first frame, which can cause some hard to find errors...
I literally just learned FIFO in my readings for class. Honestly understand this video 1000x more now. Brackeys is always on point with these videos and hope this guy never stops making videos. I'll be sad if he does.
Great as always! maybe a choice system (with a node editor) could be nice!! I was thinking something along the lines of the following structure: Dialogue:{ Character {Name, picture, tone} Text Choices[{name, () => enabled? , Dialogue, () => effect}] } If Choices is null or empty, then it means it's the end of conversation. If there is only one choice, then it works similar to the list you use in your system. enabled -> boolean function meant to check conditions by which you can access this part of conversation (quest completed? enough lv? etc) effect -> void function which makes it possible for the Dialogue choice to affect the game world (for example () => character.evil++) picture -> for example, face of the talking character. tone -> could be an enum, which sets the style of the text
Really liking your most recent videos Brackeys, they're always up to date and in C#, you might not think that's a big deal but considering how annoying it is finding up to date tutorials this kind of thing really makes a difference
For whoever is experiencing the text repeating what's left of the line of the dialogue in progress, into the next window of dialogue, put a "StopAllCoroutines()" in where it registers the player input for progressing the dialogue. It happened for me when I wanted to skip it too quick.
This is really high quality content. I have to say that I have never seen so well made tutorial videos before. Thank you a lot, and keep up the amazing work!
That's great! But if you need diferent characters talking... I supose that we need to do transform the variable "Dialogue" (from DialogueTrigger script) in a Array (like this "Dialogue [ ]" ). But... How can we do for Start the next Dialogue? I supose we must create a function in DialogueManager script, but I don't know what to do... :'(
Just wanted to say, thank you for all the tutorials, I have learned something new in pretty much every video I have watched of yours so far, and I love that you are direct, straight to the point, and don't have a bunch of downtime or uhmmms like some creators.
For anyone getting null reference error in sentences.Clear(); because you are calling automatically from a void start(), u could make a Invoke("mymethod", 0.5); where mymethod would be the startDialogue(dialog); and "0.5" seconds to before trigger it. it works for me because i want the dialog start almost before loading the scene.
How would i implement this in a scenario where two characters are having a conversation via text boxes? What i mean, how would i alternate one active textbox with the other? Thank you kindly!
Likely just have the continue button in that scenario activate another script instead of continuing the current dialogue box. Alternatively, you could forgo the name box and put it in yourself.
Man your tutorials are simply amazing. I just ended up watching ten of your tutorials and learnt a lot. I wanted to make a dialog system between two person but I couldn't understand your method. So I just changed the Dialogue class having a single name and sentence string elements. Then I made an array of dialogues in Dialogue Trigger class. Then I called those sentences and names one by one. And WALAH! I was able to show those dialogues with different names and sentences. However I don't understand the way you told in here. Thanks!
If you want the text to appear faster/slower you can do something like this (it could be crap but it works) IEnumerator TypeSentence (string sentence) { DialogueText.text = ""; foreach (char letter in sentence.ToCharArray()) { DialogueText.text += letter; for (int i = 0; i < 10; i++) // Change "10" to change the speed of the writing { yield return null; } } }
Everytime I see a new Brackeys video, I always watch it. No matter what I'm doing and no matter what they upload, I'm like Sonic on steds when I see a new video.
I'm having a problem with the FindObjectOfType function bc it returns this message when I click on the button: Object reference not set to an instance of an object
i had this issue too, my problem was I had for some reason changed the start function in the dialogue manager so it wasn't being called. so the Queue sentences that we created wasn't being given a value at the start, and when the code tried to call on sentences it didn't have anything to call on.
Also, I don't fully understand this at all, but I was messing around with calling the script from a separate object than the button, and because dialogue manager had been placed on the button first when I was following the tutorial, the script wasn't running through my other instance of dialogue manager until after I had deleted the button object.
AND for some reason every time I open the unity project again, I have to delete and add the Dialogue Manager to the object again?? maybe somebody who understands this a little better can explain that
for me, the dialogue manager was being called on start, but since it creates the queue on start, it wasn't ready, so it would create this error. to fix i just changed it to create the queue on awake, so when it's called on start that's already been done. leaving these all here in case somebody else has the same problem in the future and finds this useful lol.
Are you ever thinking about a tutorial (i know this is a big idea) but making a game then uploading it to steam then showing us how to update the game once its published to add new stuff.?
To upload a game on steam you need to pay 90$. Sure, he can do it but it's expensive as hell, and not that hard even.. Instead he can show how to Itch.io or something else
If you wanna avoid line-jumping when a word doesn't fit, check this: answers.unity3d.com/questions/1385298/ui-text-words-at-end-of-line-jumping-to-next-line.html
I find that i cannot use this for multiple NPC. Even if i add names and dialogs to each and every one of them, every one that i speak too will only have the name and dialog that was the shortest string. Any help?
Hey Brackeys! I know it's been more than a year since you uploaded this video but can you please make a video of a dialogue system without the start conversation and the player can choose their own answer?
Is there a way I can make the dialogue start without the start button? I need my dialogue to start once the scene loads. I've tried calling it in the start function but it gives me errors.
an Ok i have no character or box colliders in my game how can i make it run on start ive tried everything i can think of but im getting no where plz help this is so simple that i cant figure it out and is driving me nuts (Also great video i love the divide and conquer method)
its in the TextMeshPro documentation under scripting. I know he gave you the answer already, but the first place to check for these things is the documentation. Also, on a side note depending what version you are using it might be declared as "public TMP_Text yourTextName"
This is so cool. I tried both Brackey's and Black Thorn Pod's tutorials but they weren't a good fit. Brackey's, had a lot more going on and it ended up not working when I wanted to change some things up. (less flexible. won't work unless you copy and paste his template) Black Thorn Pod was amazing at explaining things and made it really easy to understand, but his idea to invalidate the next button until the sentence finishes playing didn't end up working for me. The sentence would finish, and the next button would just stop working inside 'play'. This tutorial has both the flexibility of Brackey's and the ease of use as Black Thorn Pod's. You make it really easy to follow--almost a breeze--and has all the functionality I need. I removed the audio function as I didn't need it. And because you made it so easy to understand, it was easy to do that, and it didn't end up with any errors. Plus, you helped pretty much everyone in the comment section with their ideas, which I think you have the ability to do so as the subscriber count is still small. I hope I can join your discord server! Its seems the link has expired
nullReferenceException: object reference not set to an instance of an object DialogueManager.StartDialogue(Dialogue dialogue) (at Asset/DialogueManager.cs:19) can anyone help?
@@exinr6930 I think this happens when you forget to drag your Text objects over to the appropriate slot in the DialogManager component section in the Editor. In other words, it's not pointing to a specific Text object.
Thanks Brackeys! Would love to see a follow up video expanding the dialogue system! Ideas like, reading the conversations in from JSON, dialogue trees, etc.
What if I want to make the dialogue run in the beginning of a scene and then instead of a continue button you use an input? Sitting here trying to program a game for school and can't seem to find anything closer to what I'm looking for than this video
I know this is a very old comment, but for those that need it, I created a system that starts the dialogue by pressing "e" whenever you're close to the character in question. It has however a bug when talking to multiple characters that use the same trigger script, so you should use different ones. Put this inside TriggerDialogue: private bool firstTime == false; void OnTriggerStay(Collider other) { if (other.tag == "Player"){
FindObjectOfType().StartDialogue(dialogue); firstTime = true; if (Input.GetKeyDown(KeyCode.E) && firstTime == true FindObjectOfType().DisplayNextSentence(); } } } EDIT: The player must have a second, bigger collider set as "trigger" and must be tagged appropriately.
Thanks, great video! I highly appreciate if someone could lend their expertise and answer my questions below: ) 1. How would I go about making this a dialogue system and not a monologue? 2. I'm making a FPS and will not use OnClick, how can I change this input continue/change the dialogue box with the spacebar? thank you, thank you!
Thank you so much Brackeys! For some reason, implementing a dialogue system has had me stumped for a while, but you just breezed through it! I learned a ton from this video :)
@@neotomatoe7257 mono refers to one, so anytime only 1 person speaks for the entire encounter, that is a monologue by definition. but what i think Reed is trying to say (or maybe not but i definitely am) is that this could certainly use an explanation on how to add replying to the system. like a simple "yes / no" button that only shows up at certain sentences.
how do I add multiple of these at once? n my game I have multiple npc's and when you run into them, your character stop and it activates the text box. each NPC has a dialogue trigger with their own names and text. but because have multiple of these on one scene, whenever i speak to an npc they all say the same text from one dialogue trigger and i dont know how to fix it plz help.
Nvm i fixed it, i was using FindObjectOfType to find the trigger now i’m using collision.gameObject.GetComponent and it works, also you can but sounds in the foreach statement and i makes a sound every time they talk and also the speed they talk, i controll this using strings
How can you change the speed at which they talk? I mean the speed each individual character shows on screen. I tried using WaitForSeconds instead of yield return null but it's too slow.
@@kittenish7116 wait for seconds is a bit janky imo. You want to create a character buffer in the coroutine that uses delta time to add a certain number of characters since the last frame, and use floats, not ints to count characters and add the partial character overflow to the number of characters to print out next frame each time, so the remainder keeps rolling over to the next print creating smoother printing.
Never mind I solved it. I might have done it a bad way but I called the button in a FindObjectOfType().SetActive(false); inside of the void TriggerDialogue(){} . Hey if it works it works. If anyone knows of a better solution please comment
Better way is: Not "FindObjectOfType" but make "public Button startButton" in your TriggerDialogue and drag that button into that slot in the editor. So it will be just "startButton..SetActive(false);" Good luck ;)
Thank you! *I had a little issue while using textmeshpro, I could'nt use it in the public variable on the inspector at the Dialogue manager. I turned it into regular text and the issue was solved. I'd like to know is there is a way to use TMP though! Thanks again! It works great!
you have to tell you're using tmp so insert this at the beginning of your code : using TMPro; Then you have to use TextMeshProUGUI for the texts you use : public TextMeshProUGUI nameText; public TextMeshProUGUI dialogueText;
Just a quick note! At 15:00 when he says foreach (char letter in sentence.ToCharArray()) {} You don't need to covert the string to a character array here it works as just a string! foreach ( char letter in sentence ) {}
Spent Hours working on this and still dont understand for some reason the dialogueTrigger script and the Dialogue script arent comunicating. Please help
@@TheLoveMiku Not op, but getting the error in this line of code " FindObjectOfType().StartDialogue(dialogue);" in dialoguetrigger. The error: Object reference not set to an instance of an object
@@aaronkanaron Hm,so im pretty new at coding but maybe you named your scripts "DialogueManager" or the script "Dialogue "slighty different and therefore it can´t find them? I hope i could help you.
Please help! :) How do you trigger a dialogue right when the player enters the scene? Like I don't need a button to start the conversation with the NPC.
Can someone please help me! Every time my player goes to a new scene the dialogue continue button stops working! can someone please tell me how to fix this?! Edit: I found out how to fix it, you need the EventSystem also in the new scene!
I had issues with implementing this code for multiple NPCs. I would get a NullReferenceExeption and only one NPC at a time would show the text. What I did to solve that issue, was create a public DialogueManager dialogeManager and then assign the dialogManager like this in the code: dialogeManager.StartDialogue(dialogue); in the TriggerDialogue() function. In the Inspector I would drag the DialogManager in the DialogTrigger Script panel. In case anybody runs agains that issue, too.
I know I'm really late to the party, but: Make a game object with a trigger collider and a script. In the script call the OnTriggerEnter method. You might want to add some kind of limitation to what can trigger the dialogue (usually the Player). And then you call Trigger Dialogue from the OnTriggerEnter method. Feel free to ask for clarity if that wasn't clear enough.
@@CasualCosta thanks your's helped a lot and it's works until before calling TriggerDialog (I named it w/o 'ue'), if I try that I get "error CS0120: An object reference is required for the non-static field, method, or property 'DialogTrigger.TriggerDialog()' " Do you have any idea how to fix that? :(
@@tinystarlet_ Like the description says, you need an object reference. If your code is a carbon copy from Brackeys's, this might indicate that the script can't find the DialogManager script. Double check if you have an object with said script in your hierarchy. It may be a good idea to upload your code somewhere if it still doesn't work and link it so I can check. Cheers.
@@CasualCosta in the script of the object that I want the player to interact, how do I call the Trigger Dialogue? I tried this private void OnTriggerEnter(Collider other) { FindObjectOfType(); } but it did nothing, is this right? acho q vc é BR, se puder me ajudar eu agradeço!
@@MarcelGirello The rest of the script isn't showing up, for some reason (assuming you posted it). I'd do something like this. I can't confirm if it would work, though. As I'm not in a position to check right now. void OnTriggerEnter(Collider other) { if (other.tag != Player) //Or something similar to check the if it's the player there return; //End function if it's not the Player DialogueTrigger trigger = Collider.GetComponent(); //Get the component if (trigger != null) //Checking if it isn't null trigger.TriggerDialogue(); //Calling the function }
How to change the Trigger ? , i mean i dont need a button to Start the dialogue, i want when i open the Scene that dialoguebox is automatically appear in scene ? Sorry for my bad English , Thanks Before
Just dispatch the Method StartConversation wherever you want. For example if you need to start the dialogue when the player enters in a room ypu can set a collider at the entrande and create a Method void OnTriggerEnter (Collider other) { if(other == player) //set a layer or tag for this { DialogueManger.StartConversatio(); } }
Check the following: - You set the tag of the player as "Player"? - Make sure you add the DialogueManager script to a object in the scene. - Make sure you add the DialogueTrigger to the object that contains the boxcollider2D. - Make sure that the boxcollider2D is marked as isTrigger and the player have a rigidBody2d. (sorry for the bad english).
Great!. To find a audiosource you need to have the script added to the same object that have the audio source. In the script write: public AudioSource audio; Then in the Start method use: void Start() { audio = GetComponent(); } If you have 2 audiosource in the same object you need to asing them manually in the inspector. Make 2 public variables of type AudioSource in your script, add the script to the object with the audiosources and drag and drop them.
In that case you need to asing it manually in the inspector or use the following: var AudioSource audio; void Start { audio = FindObjectWithTag(``Theobjectwithaudiosourcetag´´).GetComponent(); }
I know this is old but what I do (though it's probably very inefficient) is turn the name into a queue as well and just update it every time the "DisplayNextLine" function is called. (Just without typing it) Then you can jest set the name queue to be the same length as the Lines queue and change the name every time the character speaking changes in the dialogue. Hope this helps (If you even still needed it) =)
@@alexanderfrye2688 Hey, could you please show me the Code on how to do this. I am a beginner and would be very thankful about it. Thank you either way^^
Thanks for making these scripts available! Thankfully, I know how to make changes to suit my project. I didn't know about making custom classes (non-Monobehavior) and the Queue.
10:50 ATTENTION!! if using a newer version of unity and you try to use "Text - TextMessagePro" it will not work!!
to get the code to work just change the "public Text nametext;" variable to "public TextMeshProUGUI nametext;" and do the same for the dialogue text variable!
also at the top put "using TMPro;"
duly noted
Thank you! this is the issue I was just having!!!
Lifesaver!! thank you, I couldn't figure out for the longest time
Hi pro, I try on two box collider used OnTriggerEnter, but only 1 dialogue show, help me, thanks
Those tutorials are better than them you paying for... Thank you Brackeys for doing this
@MeebleMeeble it would help if you would post a link to the official Unity video you're talking about so those of us can compare the foundation Brackeys gave us with a more advanced example like what you're mentioning. I did a quick search over the unity channel and I haven't seen anything focused on Dialogue. I found a few that touched on the subject but talked more about interactivity than what Brackeys has shown.
you mean the courses? yeah many courses are very shit :D
+MeebleMeeble Thanks for posting the link!
From what I understand Brackeys is all about, for the mass population that tell themselves "Oh man I _wish_ I could make a game but don't know how..." Brackeys creates a strong, understandable, readable foundation that really rolls out the red carpet to the juicy center of Unity, Game Development, and Scripting's full potential. I think Asbjørn himself mentioned within his podcast linked in this video the history of Brackeys and the purpose as to why it was made, and why the format is now what it is. It's a cool history :D
I also believe that he and Sofie (Sofibab? Sofi?) read the comments almost feverishly so they can see what they can do better to increase the quality of content put out, so mentioning the scrolling text reformatting itself could invoke another video, or start an entire "Dialogue pt 2", which would be super awesome as I love dialogue systems myself.
On another note, much of learning code in general is a self endeavor. To be able to solve problems that appear before you that you can solve yourself is challenging and rewarding at the same time! Although Brackeys didn't mention how to solve the re-aligning of text printing to the game, doesn't it make you curious how you could solve it yourself, now that you know how to code such a system and understand the imput it takes? :) It intrigues me!
totally agree! This dude is a stud!!!
Put in the simplest way, Brackeys helps you more to understand the logic and algorithm while unity courses are more flexible coding wise.
Its sad that this channel has stopped making new videos. These are extremely helpful videos.
ther's adiscord now
guess what
He's BACK!
Thank you for this nice tutorial!
I paused the game during the dialogue. For those of you who want to do the same, set the Update Mode of the Animator to "Unscaled Time", then instead of "yield return null" use "yield return new WaitForSecondsRealtime(typingSpeed)" where typingSpeed is a float variable storing the time delay between the appearance of the characters. Finally, all that is left to do is to set "Time.timeScale = 0" in the StartDialogue method and to set "Time.timeScale = 1" in the EndDialogue method.
Thank you so much!
Thank you so much for the typing speed!
ahhh nicee
so i can use this without timescale?
Thanks!
Incredibly sad that the channel is no longer making these 😭, I've just finished completing a dialog system adapted from the above ☹. Thank you Brackey's for everything you've done for the indie gaming community!
It's funny because my friend and I were going to make a 2D game for a high school project and literally talked about how we should make a dialogue system. Always one step ahead of us Brackey!
NaBEAST I also planned about it yesterday
you forgot the S
lol
"Let's just delete Linda for now.."
Person named Linda: Guess I'll die
5:43 lol
As soon as another BRACKEYS video comes out... GOTTA GO FAST
GOTTA CODE FAST!
Reversible Nice video! Do you have a beginner video about Unity?
Rex Art Im sorry but i dont have a channel developed yet. You might wanna checkout brackeys begginer videos.
Hmmmm you’re not first though
You’re too slow!
Alde Huyatid lol 2 years later kinda crazy. This was all before brackeys blew up
I just finished the video, and “dialogue” doesn’t sound like a real word anymore.
Yeah it's one-sided dialogue 🤣😂😅
Same here I used dialogue so much I forgot how to spell it
I think there is a name for that phenomenon, where something is reapeted, and starts to not sound like word.
Another word that iv'e noticed this happens a lot on is speech.
Ib Hauptmann happend to me when i watched a tutorials about door keys by code monkey
@@ibhauptmann98 semantic satiation
Thank you Brackeys, you make things stupid simple. Programming in Unity is really cool. I need to watch this a few times and do it, save it and make notes everywhere.
The way you can reference objects in classes and other classes is insane. It gives me a whole new appreciation for the OOP I use in work.
I love the visuals and idea with the queue system!
However, when you have a game with a lot of dialogue (eg. an RPG), you should rather use external text files for storing conversations. XML or Json - for example - could be used there. This enables you to write dialogues in a more lightweight environment (notepad++), is more expandable and - most importantly - makes your game easily translatable later on.
Hmm, I don't really know, since I didn't learn it from UA-cam, but in University. First of all you should learn how XML is structured syntactically. It's not really that hard - especially when you know how html works (which is based on xml).
In Unity you can import xml files as assets of type "TextAsset".
This is how you can load a file in Unity answers.unity3d.com/answers/63443/view.html
Within the c# script you can then use XmlDocument to parse your xml file(s). This short stackoverflow answer gives you an idea on how this could look like: stackoverflow.com/a/55840/6330074
Very good Point.
OR, if you are not very good at this, like me, you could just leave the name fields blank, and put the name of the character speaking at the beginning of each text block.
@@IndieMarkus For games that have extensive conversations, this method would work really good. Although I'm here just for making a prototype and this is more than enough for me. So I think this is a good starting point for beginners and this itself might be too complicated for some people.
I am a bit late for this reply but I am wondering if you can make some kind of a basic programming language for that. You write your code in a .txt file and c# reads and compiles that. Something like:
Say "Hello I am NPC";
This was great Brackeys! And I love how it's so easy to add your own custom features onto it. I made it so that you can't skip the text until it's finished animating :).
SK Gaming that drives me mad in games!!
It depends on what you're doing, but I'd recommend making it so that pressing 'Continue' when the text is still going will make it automatically put the whole thing in. I haven't tried this, but it doesn't look too hard to implement.
This is so clear and so helpful! Your tutorials are perfect, you go at just the right speed, you never ramble, and you make a program that seems complicated and daunting feel easy to learn! Thank you for all your hard work!
always making a useful video when I need it ..
perfect timing thanks
For those who want it to call DialogueTrigger when startup
Write "Awake" instead of TriggerDialogue
If you want to cause a delay between it, then use the Invoke command
(look it up for even more detailed explanation)
You should also mention that Awake is called before Start -- so if you are following this tutorial remember anything in Start will not be called before Awake and you will run into null reference errors.
@@mdkcynic How to fix it? It doesn't work - null error
@@Tubciosend me an email address, I can take a look at the code for you
@@mdkcynic you don't have to, I already fixed this :D
@@Tubcio How did you fix it?
Professional looking conversations for any game in 16 minutes, minus the intro and outro... I am astounded.
For all who want the button that displays the next text to be interactable after the text finishes here is the code. I just stumbled on this while working on some game updates.
IEnumerator TypeSentence(string sentence)
{
storyText.text = "";
foreach(char letter in sentence.ToCharArray())
{
storyText.text += letter;
yield return null;
}
skipButton.interactable = true;
}
I hope this helps you out! :)
If you are using a controller.
public void DisplayNextSentence()
{
if(sentences.Count == 0)
{
EndStory();
return;
}
skipButton.interactable = false;
string sentence = sentences.Dequeue();
StopAllCoroutines();
StartCoroutine(TypeSentence(sentence));
}
IEnumerator TypeSentence(string sentence)
{
storyText.text = "";
foreach(char letter in sentence.ToCharArray())
{
storyText.text += letter;
yield return null;
}
GameObject.Find("EventSystem").GetComponent().SetSelectedGameObject(firstObject, null);
skipButton.interactable = true;
}
Very nice, this helped me so thanks.
Instead of the skip button, I used a bool called "isTalking" because my dialogue is interacted through pressing the "E" key. I also made it so you could speed up the text after pressing continue twice, and the boolean makes it so you still can't skip until the text is finished.
public void DisplayNextSentence()
{
if (sentences.Count == 0)
{
EndDialogue();
return;
}
typeSpeed = 0.02f;
isTalking = true;
string sentence = sentences.Dequeue();
StopAllCoroutines();
StartCoroutine(TypeSentence(sentence));
}
IEnumerator TypeSentence(string sentence)
{
dialogueText.text = "";
foreach (char letter in sentence.ToCharArray())
{
dialogueText.text += letter;
yield return new WaitForSeconds(typeSpeed);
}
isTalking = false;
}
void Update()
{
if (Input.GetKeyDown("e"))
{
typeSpeed = 0f;
if (!isTalking)
{
DisplayNextSentence();
}
}
}
This is by far the best tutorial ever made for Dialogue boxes.
wish you'd have posted this video way back when i was developing my first few games. i learned the hard way :)
Thank you for making your code free to use, even for commercial projects. You sir, are a God!
Don't care about who complains you're too fast, your pace is perfect. We got video settings and a pause key for something. Thanks to you i can learn so many things saving a lot of time and that's amazing.
The only channel where I don't skip ads
But seriously UA-cam, stop showing me Unity/Udemy ads! I already USE Unity and LEARNED it!
I don't want to pay to someone to teach me! STOP
Would be pretty cool to see how to make the system where two charecters could have a conversation, so you would need to change the character name depending on which one is talking
i want to know that too...
Please I have been searching how to do this for days anyone got an idea ?
Found out btw it's really simple, you just have to make the name an array. So basically do exactly the same with the name and with the text.
I was thinking way to complicated thanks omg
@@jangou4763 Hi, can you put a piece of code for example?
Thank you so much for this tutorial! I don't know how you're able to know so much about coding in Unity. Coding in Unity is really hard for me!
Please make a extended dialogue system tutorial where you can select what to answer to.
Mythis I guess for example you would just add two button responses that only appear when a certain sentence is loaded. Then based on what button you press call a function, which loads the specific sentence to the answer you chose
Have you done this before? I'm having trouble implementing something similar
David Kim, what's your trouble?
This guy made one and made it open source. Great guy. It can be a little bit advanced, he uses costum editor scripts.
github.com/7ark/Simple-Dialogues
Check out Fungus
This is an old video, but man is this script well planed! Just messing around with it has shown me how easy it is to call it, and the wide variety of ways to do so. Thanks for making such a well planned and accessible script.
If you are getting problems with null reference exceptions with your "sentences" variable, (error should first appear on sentences.Clear() if you are following Brackeys exactly) probably its because you are calling StartDialogue() before Start() is called at all (which is where the sentences variable is initialized). HOW TO FIX: You can fix this by changing Start() to Awake() in your DialogueManager.cs script. Awake() is called BEFORE ANYTHING ELSE in the script., while Start() is only guaranteed to be called before the first frame, which can cause some hard to find errors...
thank you man, i had this problem and you saved me. God bless you
Thank you so much! You saved me man! Thank you!
Here's Korean student learning Unity. This video is veeeeeeeeeeery useful to make my own game. Thanks for your education.
rip linda
69 likes f
F
F
Who's Linda?
I literally just learned FIFO in my readings for class. Honestly understand this video 1000x more now. Brackeys is always on point with these videos and hope this guy never stops making videos. I'll be sad if he does.
Also, how do i extend this by triggering dialogue when a bool is on?
This Aged Well
Great as always! maybe a choice system (with a node editor) could be nice!!
I was thinking something along the lines of the following structure:
Dialogue:{
Character {Name, picture, tone}
Text
Choices[{name, () => enabled? , Dialogue, () => effect}]
}
If Choices is null or empty, then it means it's the end of conversation.
If there is only one choice, then it works similar to the list you use in your system.
enabled -> boolean function meant to check conditions by which you can access this part of conversation (quest completed? enough lv? etc)
effect -> void function which makes it possible for the Dialogue choice to affect the game world (for example () => character.evil++)
picture -> for example, face of the talking character.
tone -> could be an enum, which sets the style of the text
Really liking your most recent videos Brackeys, they're always up to date and in C#, you might not think that's a big deal but considering how annoying it is finding up to date tutorials this kind of thing really makes a difference
For whoever is experiencing the text repeating what's left of the line of the dialogue in progress, into the next window of dialogue, put a "StopAllCoroutines()" in where it registers the player input for progressing the dialogue. It happened for me when I wanted to skip it too quick.
This is really high quality content. I have to say that I have never seen so well made tutorial videos before. Thank you a lot, and keep up the amazing work!
That's great! But if you need diferent characters talking... I supose that we need to do transform the variable "Dialogue" (from DialogueTrigger script) in a Array (like this "Dialogue [ ]" ).
But... How can we do for Start the next Dialogue? I supose we must create a function in DialogueManager script, but I don't know what to do... :'(
The name is the same type of variable (string) as the dialogue text. You could try to do the same thing for the name as you did the dialogue text.
Just wanted to say, thank you for all the tutorials, I have learned something new in pretty much every video I have watched of yours so far, and I love that you are direct, straight to the point, and don't have a bunch of downtime or uhmmms like some creators.
For anyone getting null reference error in sentences.Clear(); because you are calling automatically from a void start(), u could make a Invoke("mymethod", 0.5); where mymethod would be the startDialogue(dialog); and "0.5" seconds to before trigger it. it works for me because i want the dialog start almost before loading the scene.
Love these tutorials, simple, straight to the point with important details, good quality and no bs.
How would i implement this in a scenario where two characters are having a conversation via text boxes? What i mean, how would i alternate one active textbox with the other? Thank you kindly!
Likely just have the continue button in that scenario activate another script instead of continuing the current dialogue box. Alternatively, you could forgo the name box and put it in yourself.
Man your tutorials are simply amazing. I just ended up watching ten of your tutorials and learnt a lot. I wanted to make a dialog system between two person but I couldn't understand your method. So I just changed the Dialogue class having a single name and sentence string elements. Then I made an array of dialogues in Dialogue Trigger class. Then I called those sentences and names one by one. And WALAH! I was able to show those dialogues with different names and sentences. However I don't understand the way you told in here. Thanks!
If you want the text to appear faster/slower you can do something like this (it could be crap but it works)
IEnumerator TypeSentence (string sentence)
{
DialogueText.text = "";
foreach (char letter in sentence.ToCharArray())
{
DialogueText.text += letter;
for (int i = 0; i < 10; i++)
// Change "10" to change the speed of the writing
{
yield return null;
}
}
}
It works. Cheers mate.
IEnumerator TypeSentence(string sentence)
{
dialogueText.text = "";
foreach (char letter in sentence.ToCharArray())
{
dialogueText.text += letter;
yield return new WaitForSeconds(0.1f); //
Wish these guys were still around, great tutorial.
You should rename your channel to "Best and most useful unity tutorials"
... Its too long, how about "Unity Tutorial King"
There is one word for that. And that word is Brackeys.
+1
Yes man, all of their tutorials are awesome, very wll explained
Unity Pog
Everytime I see a new Brackeys video, I always watch it. No matter what I'm doing and no matter what they upload, I'm like Sonic on steds when I see a new video.
I'm having a problem with the FindObjectOfType function bc it returns this message when I click on the button: Object reference not set to an instance of an object
i had this issue too, my problem was I had for some reason changed the start function in the dialogue manager so it wasn't being called. so the Queue sentences that we created wasn't being given a value at the start, and when the code tried to call on sentences it didn't have anything to call on.
Also, I don't fully understand this at all, but I was messing around with calling the script from a separate object than the button, and because dialogue manager had been placed on the button first when I was following the tutorial, the script wasn't running through my other instance of dialogue manager until after I had deleted the button object.
AND for some reason every time I open the unity project again, I have to delete and add the Dialogue Manager to the object again?? maybe somebody who understands this a little better can explain that
for me, the dialogue manager was being called on start, but since it creates the queue on start, it wasn't ready, so it would create this error. to fix i just changed it to create the queue on awake, so when it's called on start that's already been done. leaving these all here in case somebody else has the same problem in the future and finds this useful lol.
Singleton is such a useful design patter in unity for gong between scenes.
but...what if I want to make the player can interact with the continue button (showNextSentence) by pressing space key
Thanks a lot brackeys. Surely will miss ya. This basic setup helped me with random dialog boxes somehow.
Are you ever thinking about a tutorial (i know this is a big idea) but making a game then uploading it to steam then showing us how to update the game once its published to add new stuff.?
To upload a game on steam you need to pay 90$. Sure, he can do it but it's expensive as hell, and not that hard even..
Instead he can show how to Itch.io or something else
Does steam cost $90 A month?
It's a $100 per submission
nope, just pay the fee and you are good
And i believe they take about 25% of your earnings, or maybe not
This was not particulary what i was searching for, but i couldn't stop myself watching it through..
Thanks for making this awesome video! perfect timing!
I’ve been using Unity for a long time but these tutorials are so good I’m just watching them for fun at this point. Great videos
im having trouble making the system work. My script is skipping right to the "End Conversation"
Yea me too
2 years old and still perfect. Good work!
Starring Dwayne "The Rock "Johnson
I miss you brackeys, and I think everyone does!
If you wanna avoid line-jumping when a word doesn't fit, check this: answers.unity3d.com/questions/1385298/ui-text-words-at-end-of-line-jumping-to-next-line.html
This thing is legit. Wanted a dialogue system for a long time.
I find that i cannot use this for multiple NPC. Even if i add names and dialogs to each and every one of them, every one that i speak too will only have the name and dialog that was the shortest string. Any help?
Bro I'm having this issue, did you find the solution?
Perfect timing, I have a dialogue system to implement in the game I'm working on atm, thx Brackeys for the great video
Hey Brackeys! I know it's been more than a year since you uploaded this video but can you please make a video of a dialogue system without the start conversation and the player can choose their own answer?
Incredibly insightful. Love these videos
Is there a way I can make the dialogue start without the start button?
I need my dialogue to start once the scene loads.
I've tried calling it in the start function but it gives me errors.
me too ;-;
please can u find one that don't need a start button. I mean if you find a dialogue that start immediately. PLEASE PLEASE! Thank you very much
an Nice one! Thank you very much for giving us knowledge..! Keep it up.!
an you are a god
an Ok i have no character or box colliders in my game how can i make it run on start ive tried everything i can think of but im getting no where plz help this is so simple that i cant figure it out and is driving me nuts
(Also great video i love the divide and conquer method)
I simply love your coding style. Learned a LOT in this one!
I am using Textmeshpro and unity doesn't recognize it as a text (10:52)
Do I have to use default text?
did you figure out the TextMeshpro thing?
Nope :(
You need to add "using TMPro;" and declare the text as "public TextMeshPro", then it's the same.
aaayyy Bajatu ftw. thx dude
its in the TextMeshPro documentation under scripting. I know he gave you the answer already, but the first place to check for these things is the documentation. Also, on a side note depending what version you are using it might be declared as "public TMP_Text yourTextName"
I always thought it was really difficult to make a dialogue system. Brackeys has proved me wrong once again.
is there any way i can make it so that instead of clicking the button I can press a certain key?
carl wheezer Input.GetKeyDown()
@@acinaces343 yeah and then connect it with a collider that is triggered if you want to press for example enter in front of a person
This is so cool. I tried both Brackey's and Black Thorn Pod's tutorials but they weren't a good fit.
Brackey's, had a lot more going on and it ended up not working when I wanted to change some things up. (less flexible. won't work unless you copy and paste his template)
Black Thorn Pod was amazing at explaining things and made it really easy to understand, but his idea to invalidate the next button until the sentence finishes playing didn't end up working for me. The sentence would finish, and the next button would just stop working inside 'play'.
This tutorial has both the flexibility of Brackey's and the ease of use as Black Thorn Pod's. You make it really easy to follow--almost a breeze--and has all the functionality I need. I removed the audio function as I didn't need it. And because you made it so easy to understand, it was easy to do that, and it didn't end up with any errors. Plus, you helped pretty much everyone in the comment section with their ideas, which I think you have the ability to do so as the subscriber count is still small.
I hope I can join your discord server! Its seems the link has expired
nullReferenceException: object reference not set to an instance of an object
DialogueManager.StartDialogue(Dialogue dialogue) (at Asset/DialogueManager.cs:19)
can anyone help?
i'm having a similar issue
i have no clue what I'm doing wrong.
@@exinr6930 I think this happens when you forget to drag your Text objects over to the appropriate slot in the DialogManager component section in the Editor. In other words, it's not pointing to a specific Text object.
Thanks Brackeys!
Would love to see a follow up video expanding the dialogue system! Ideas like, reading the conversations in from JSON, dialogue trees, etc.
What if I want to make the dialogue run in the beginning of a scene and then instead of a continue button you use an input? Sitting here trying to program a game for school and can't seem to find anything closer to what I'm looking for than this video
I know this is a very old comment, but for those that need it, I created a system that starts the dialogue by pressing "e" whenever you're close to the character in question. It has however a bug when talking to multiple characters that use the same trigger script, so you should use different ones. Put this inside TriggerDialogue:
private bool firstTime == false;
void OnTriggerStay(Collider other) {
if (other.tag == "Player"){
if(Input.GetKeyDown(KeyCode.E) && firstTime == false){
FindObjectOfType().StartDialogue(dialogue);
firstTime = true;
if (Input.GetKeyDown(KeyCode.E) && firstTime == true
FindObjectOfType().DisplayNextSentence();
}
}
}
EDIT: The player must have a second, bigger collider set as "trigger" and must be tagged appropriately.
@@nicospadoni5328 hope this works was trying to figure out ow to do this same thing
@@nicospadoni5328 didn't work :(
@@jacobyork2961 What happened? It's been a while since I used this code but let me know what you did and if you got any errors
I tried this but nothing seemed to happen, it didnt send signals nor did it change the dialogue
Your tutorials are the best Brackeys. Really appreciate all the hard work you put in.
Thanks, great video!
I highly appreciate if someone could lend their expertise and answer my questions below: )
1. How would I go about making this a dialogue system and not a monologue?
2. I'm making a FPS and will not use OnClick, how can I change this input continue/change the dialogue box with the spacebar?
thank you, thank you!
Hello have you managed to do it? I wanna do the same thing
Hello have you managed to do it? I wanna do the same thing
@@TripleZetta ...
holly sht, the best tutorials ive ever watched! its just so much detailed while the whole video is short! Thanks mate!
it would be easier to understand if don´t name everything "dialogue"
Diselo hermano
Using dialogue to make a dialogue game to dialogue with dialoging NPCs and have fun dialogue......dialogue
@@typharian9281 Did you mean dialogue?
Thank you so much Brackeys! For some reason, implementing a dialogue system has had me stumped for a while, but you just breezed through it! I learned a ton from this video :)
maybe i overlooked, but this is not dialogue its monologue
no u wrong
@@neotomatoe7257 mono refers to one, so anytime only 1 person speaks for the entire encounter, that is a monologue by definition. but what i think Reed is trying to say (or maybe not but i definitely am) is that this could certainly use an explanation on how to add replying to the system. like a simple "yes / no" button that only shows up at certain sentences.
maybe the best tutorial i've seen for unity
how do I add multiple of these at once? n my game I have multiple npc's and when you run into them, your character stop and it activates the text box. each NPC has a dialogue trigger with their own names and text. but because have multiple of these on one scene, whenever i speak to an npc they all say the same text from one dialogue trigger and i dont know how to fix it plz help.
Nvm i fixed it, i was using FindObjectOfType to find the trigger now i’m using collision.gameObject.GetComponent and it works, also you can but sounds in the foreach statement and i makes a sound every time they talk and also the speed they talk, i controll this using strings
How can you change the speed at which they talk? I mean the speed each individual character shows on screen. I tried using WaitForSeconds instead of yield return null but it's too slow.
use wait for secnods but have iit low like 0.02 (i used thaat)
Edit: Oh god my grammar holy crap... D;
@@kittenish7116 wait for seconds is a bit janky imo. You want to create a character buffer in the coroutine that uses delta time to add a certain number of characters since the last frame, and use floats, not ints to count characters and add the partial character overflow to the number of characters to print out next frame each time, so the remainder keeps rolling over to the next print creating smoother printing.
Just wanted to say it still works wonderful in 2023!
Thanks alot
How do you get rid of the "Start Conversation" button after the dialogue button has begun?
Never mind I solved it. I might have done it a bad way but I called the button in a FindObjectOfType().SetActive(false);
inside of the void TriggerDialogue(){} . Hey if it works it works. If anyone knows of a better solution please comment
Better way is:
Not "FindObjectOfType" but make "public Button startButton" in your TriggerDialogue and drag that button into that slot in the editor. So it will be just "startButton..SetActive(false);" Good luck ;)
instead of a public button, make it a GameObject instead, only using the button only disables the button script
Thanks! I cannot even tell how much his tutorials helped me.
Thank you!
*I had a little issue while using textmeshpro, I could'nt use it in the public variable on the inspector at the Dialogue manager. I turned it into regular text and the issue was solved. I'd like to know is there is a way to use TMP though!
Thanks again! It works great!
I have the same question, would love an answer!
you have to tell you're using tmp so insert this at the beginning of your code :
using TMPro;
Then you have to use TextMeshProUGUI for the texts you use :
public TextMeshProUGUI nameText;
public TextMeshProUGUI dialogueText;
(top of file) using TMPro;
Instead of "Text" use class "TextMeshProUGUI" or "TMP_Text"
Thx guys i had the same problem
Just a quick note! At 15:00 when he says
foreach (char letter in sentence.ToCharArray()) {}
You don't need to covert the string to a character array here it works as just a string!
foreach ( char letter in sentence ) {}
Quick question though, does anyone know if this is more or less efficient?
Spent Hours working on this and still dont understand for some reason the dialogueTrigger script and the Dialogue script arent comunicating. Please help
Hm, maybe if you post the two scripts someone can hopefully help you.
@@TheLoveMiku Not op, but getting the error in this line of code " FindObjectOfType().StartDialogue(dialogue);" in dialoguetrigger. The error: Object reference not set to an instance of an object
@@aaronkanaron Hm,so im pretty new at coding but maybe you named your scripts "DialogueManager" or the script "Dialogue "slighty different and therefore it can´t find them? I hope i could help you.
@@aaronkanaron Did you put the DialogueManager on a game object?
@@michaelepica3564 lol I literally commented that a year ago. No idea what my initial problem was really
Thanks to you I am currently 25% ready to start my game as a gamedev
Please help! :) How do you trigger a dialogue right when the player enters the scene? Like I don't need a button to start the conversation with the NPC.
Call TriggerDialogue on Start or Awake.
And yet again, I'll have to stop studying to go back to Unity xD
Love your videos, keep up the awesome work. Greetings from Brazil!!
Can someone please help me!
Every time my player goes to a new scene the dialogue continue button stops working! can someone please tell me how to fix this?!
Edit: I found out how to fix it, you need the EventSystem also in the new scene!
I Honestly love your videos Brackeys! so easy to follow, and your instructions ALWAYS works for me!
I had issues with implementing this code for multiple NPCs. I would get a NullReferenceExeption and only one NPC at a time would show the text. What I did to solve that issue, was create a public DialogueManager dialogeManager and then assign the dialogManager like this in the code:
dialogeManager.StartDialogue(dialogue); in the TriggerDialogue() function.
In the Inspector I would drag the DialogManager in the DialogTrigger Script panel.
In case anybody runs agains that issue, too.
I didn't work for me, can you maybe send a screen by my email?
thank you!!!
can please show or email me the code you do. i cant seem to make it, it's confusing
I am still watching your videos for my references, wish you guys are back someday
How do I use OnTrigger to TriggerDialogue?
I know I'm really late to the party, but:
Make a game object with a trigger collider and a script.
In the script call the OnTriggerEnter method. You might want to add some kind of limitation to what can trigger the dialogue (usually the Player). And then you call Trigger Dialogue from the OnTriggerEnter method.
Feel free to ask for clarity if that wasn't clear enough.
@@CasualCosta thanks your's helped a lot and it's works until before calling TriggerDialog (I named it w/o 'ue'), if I try that I get "error CS0120: An object reference is required for the non-static field, method, or property 'DialogTrigger.TriggerDialog()' "
Do you have any idea how to fix that? :(
@@tinystarlet_ Like the description says, you need an object reference. If your code is a carbon copy from Brackeys's, this might indicate that the script can't find the DialogManager script. Double check if you have an object with said script in your hierarchy. It may be a good idea to upload your code somewhere if it still doesn't work and link it so I can check. Cheers.
@@CasualCosta in the script of the object that I want the player to interact, how do I call the Trigger Dialogue? I tried this
private void OnTriggerEnter(Collider other)
{
FindObjectOfType();
}
but it did nothing, is this right? acho q vc é BR, se puder me ajudar eu agradeço!
@@MarcelGirello The rest of the script isn't showing up, for some reason (assuming you posted it). I'd do something like this. I can't confirm if it would work, though. As I'm not in a position to check right now.
void OnTriggerEnter(Collider other)
{
if (other.tag != Player) //Or something similar to check the if it's the player there
return; //End function if it's not the Player
DialogueTrigger trigger = Collider.GetComponent(); //Get the component
if (trigger != null) //Checking if it isn't null
trigger.TriggerDialogue(); //Calling the function
}
dude no joke u saved me a lot of trouble thank u so much for letting us download the project
How to change the Trigger ? , i mean i dont need a button to Start the dialogue, i want when i open the Scene that dialoguebox is automatically appear in scene ? Sorry for my bad English , Thanks Before
Just dispatch the Method StartConversation wherever you want. For example if you need to start the dialogue when the player enters in a room ypu can set a collider at the entrande and create a Method
void OnTriggerEnter (Collider other)
{
if(other == player) //set a layer or tag for this
{
DialogueManger.StartConversatio();
}
}
Check the following:
- You set the tag of the player as "Player"?
- Make sure you add the DialogueManager script to a object in the scene.
- Make sure you add the DialogueTrigger to the object that contains the boxcollider2D.
- Make sure that the boxcollider2D is marked as isTrigger and the player have a rigidBody2d.
(sorry for the bad english).
Great!.
To find a audiosource you need to have the script added to the same object that have the audio source. In the script write:
public AudioSource audio;
Then in the Start method use:
void Start()
{
audio = GetComponent();
}
If you have 2 audiosource in the same object you need to asing them manually in the inspector. Make 2 public variables of type AudioSource in your script, add the script to the object with the audiosources and drag and drop them.
In that case you need to asing it manually in the inspector or use the following:
var AudioSource audio;
void Start
{
audio = FindObjectWithTag(``Theobjectwithaudiosourcetag´´).GetComponent();
}
Mmm.. in that case the only way i know if assing it manually in the inspector. Dont know any way made trough code.
Brackeys, your tutorials are so easy and informative, super interesting to follow. thanks!
I have a question, how can I call the next dialogue? I have 2 NPCs :| please help
I also wonder how to do this. Did you find a way?
i am trying to find a way as well
I know this is old but what I do (though it's probably very inefficient) is turn the name into a queue as well and just update it every time the "DisplayNextLine" function is called. (Just without typing it) Then you can jest set the name queue to be the same length as the Lines queue and change the name every time the character speaking changes in the dialogue. Hope this helps (If you even still needed it) =)
@@alexanderfrye2688 Hey, could you please show me the Code on how to do this. I am a beginner and would be very thankful about it. Thank you either way^^
@@alexanderfrye2688 helped my alot, thank you :)
Thanks a lot brackeys . keep up the good work and more POWER !!!!
How can I load the Dialogue System as soon as the scene loads?
do you have solved that? i have same problem too
You can call the trigger function on "Start", and the continue ones on a different function(such as update, or OnTriggerStay).
Thanks for making these scripts available! Thankfully, I know how to make changes to suit my project. I didn't know about making custom classes (non-Monobehavior) and the Queue.