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How to make a Dialogue System in Unity

admin by admin
July 12, 2020
in Game
32
How to make a Dialogue System in Unity



Let’s make a Dialogue System that you can easily tweak to suit your game!

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Comments 32

  1. Kastellan says:
    2 years ago

    If your code does not work: check if you misspelled
    if you did everything right and you can't press button: add event system(dialogue box>>right click>>UI>>event system
    If you are using text mesh pro and does not work: delete and use text and do as same as in the video
    If my comment helped you let me know and like so other people can see too

    Reply
  2. Fuady Syukur says:
    2 years ago

    Thank u for the tutorial. Sir, or someone, please help me with how to do a conversation with many NPCs with 1 Talk button?

    Reply
  3. Giovanni Quintero says:
    2 years ago

    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.

    Reply
  4. Kai Heftel says:
    2 years ago

    Does anyone know how to start the dialogue not from the button but from the Script?

    Reply
  5. Brandon Gill says:
    2 years ago

    if anyone is having an issue where the console keeps displaying "object reference not set to an instance of an object" and points you to the dialogue manager script, my fix was changing sentences.Clear(); to sentences = new Queue<string>(); and the issue was gone, idk why it was making a fuss but it did for me, also make sure not to set a scope on the trigger procedure because it gave me the same error 😀

    Reply
  6. K Pickett says:
    2 years ago

    Great breakdown, thank you!!

    Reply
  7. Black Blade 2938 says:
    2 years ago

    I've rewatch this to many times.

    Reply
  8. Logan Ankarberg says:
    2 years ago

    I made a custom typeSentence function that fixes the issue where the word starts on one line and jumps to the next because it overflows.

    IEnumerator typeSentence(string sentence)
    {
    float timePerLetter = 0.01f;
    dialogueText.text = "";
    int maxCharPerLine = 75;
    int maxChar = maxCharPerLine;
    int currentChar = 0;
    string[] words = sentence.Split(' ');
    for (int i = 0; i < words.Length; i++)
    {
    if(currentChar + words[i].Length > maxChar)
    {
    dialogueText.text += "n";
    maxChar = dialogueText.text.Length + maxCharPerLine;
    }
    //able to fit in line
    for (int j = 0; j < words[i].Length; j++)
    {
    //every letter in word adds to text and waits
    dialogueText.text += words[i].ToCharArray().GetValue(j);
    yield return new WaitForSecondsRealtime(timePerLetter);
    }
    dialogueText.text += ' ';
    currentChar = dialogueText.text.Length;
    }
    //dialogueText.text = sentence;
    }

    Reply
  9. AkaGiant says:
    2 years ago

    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;

    }

    }

    }

    Reply
  10. xDestino says:
    2 years ago

    Thanks!

    Reply
  11. Francisco Chavez says:
    2 years ago

    Did anyone else think, "Damn it Visual Studio, why do you always open on the monitor that playing video?", when Brackeys opened up Visual Studio?

    Reply
  12. Vedruky says:
    2 years ago

    I just came here because I was curious, but now I'm terrified of what programmers are capable of… Respect for you all who can do such things as programming 👍👍

    Reply
  13. Olga Mroz says:
    2 years ago

    Why in foreach fragment (below) there is foreach(string sentence in dialogue.sentences) not foreach(string sentence in sentences). I don't understand what dialogue.sentence here is for.

    I am asking about this fragment of code:

    public void StartDialogue(Dialogue dialogue)

    {

    Debug.Log("Starting conversation with " + dialogue.name);

    sentences.Clear();

    foreach (string sentence in dialogue.sentences)

    {

    sentences.Enqueue(sentence);

    }

    DisplayNextSentence();

    }

    Reply
  14. RJ Benson says:
    2 years ago

    At 4:39 but…cant add anything to Test Button. Keeps saying the script class cannot be found. But i did everything exactly as shown…even double checked i did all the steps in exact order… 😓😓 help! I know nothing of coding so mybe i missed something. Ran into this issue with another tutorial. Using 2019 version of unity so not sure it all translates to an updated version…

    Reply
  15. ZachSKY says:
    2 years ago

    how to make it so it do it automatically?, like i dont want to press it. just by itself

    Reply
  16. PRASHIL VIDJA says:
    2 years ago

    hello, I want to learn how to bound the input field to only the 0-1 number is allowed to input for the in unity. and how to generate the dialog box if the t is wrong.

    Reply
  17. Chilled Guy like he would be in a Fridge says:
    2 years ago

    This is better than other paid ones. (Unity got still the best Tuts but they created Unity and they are a big company)

    Reply
  18. Revaganza says:
    2 years ago

    can someone help me how to add some pic on the npc?

    Reply
  19. abirneji says:
    2 years ago

    well damn, that was simpler than I thought it would be

    Reply
  20. Sudeep Nath says:
    2 years ago

    how to make same button to start and continue as well

    Reply
  21. Ubiraci Cardoso says:
    2 years ago

    Como adicionar esse dialogo em um npc para ativar na tecla "SPACE"?
    How to add this dialog in an npc to activate on the "SPACE" key?

    Reply
  22. Venom_ftw says:
    2 years ago

    Can anyone help me, I've been trying to figure out how to make the autocomplete work in VS

    Reply
  23. Maria Eduarda Beck says:
    2 years ago

    dude no joke u saved me a lot of trouble thank u so much for letting us download the project

    Reply
  24. ThatsIt says:
    2 years ago

    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.

    Reply
  25. Blake Walker says:
    2 years ago

    How do I close the dialogue box after the last line of text? Any suggestions, instead of just a debug log inside of the EndDialog method in the dialogManager script.

    Reply
  26. Garbage Trash says:
    2 years ago

    This is an excellent application of OOP and really making use of the more advanced features of C#.

    Reply
  27. Elio Nako says:
    2 years ago

    Dude, how do you save this thing? Can you make a tutorial for saving dialogue?

    Reply
  28. Justin Frazier says:
    2 years ago

    Can this be used for a lore interactable?
    For example. Player walks up, presses F to interact and a popup window with lore text pops up. Then the player can close it and move on.
    Will this do that?

    Reply
  29. Mia Rahui says:
    2 years ago

    how would I go about adding an image of the speaker/NPC for each sentence? eg. one sentence the character is appears to be sad, so to go along that sentence a portrait of the character appearing sad is displayed in the dialogue box, much like a lot of RPGs out there.

    Reply
  30. Matheo Mourot says:
    2 years ago

    How would I do this if I wanted to see a dialogue appear after triggering the AI collider?

    Reply
  31. Chris Funkle says:
    2 years ago

    I am loving this system! Except… can anyone tell me why some objects with dialogue trigger skip their first line? If it were a consistent bug I could just leave the first line blank on each trigger, but it only happens on some objects!

    Reply
  32. ___louisa___ says:
    2 years ago

    Hi 🙂 I set up an input field inside a canvas that covers a 3D scene, but I'm not able to properly click on the input field and type, any hints would be very appreciated!!

    Reply

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