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An approach to making a branching dialogue system

Discussion in 'Timeline' started by stevesterrr, Nov 3, 2018.

  1. stevesterrr

    stevesterrr

    Joined:
    Aug 3, 2012
    Posts:
    2
    I am planning a dialogue system and so far I have decided to split the functionality into:

    1. A node editor that will contain the main branches & control the flow of the dialogue/choices the player makes.
    2. A sequence editor for the visuals, sound, animations etc. that will be called by the nodes to "play out" specific dialogue parts.

    I have the nr 1 but the problem lies within choosing an existing solution for the nr. 2. From your experience, what would you choose between timeline and cinema director? What are the pros/cons for both and how would you guys go about it implementation-wise (common pitfalls for example)?

    Thanks for taking your time reading this and I hope this is the right section of the unity forums for this kind of topic :)