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Utilities Permanently 70%off. Storyteller 2023. Dialogue , Interaction, and more (Unity Awards Nominee)

Discussion in 'Tools In Progress' started by Ruchmair, Apr 17, 2018.

  1. Ruchmair

    Ruchmair

    Joined:
    Sep 20, 2015
    Posts:
    544
    So i found the big issue with the game development pipeline. which is knowing exactly what does what when it comes to Interaction component functions.

    Even though all the functions are documented in code.
    In the condition system , events do not allow for the display of Documentation which they really should.

    Because of this once you get into the game development pipeline and you push tour sceneData and setup your UI etc. you then either have t0 watch the tutorials or review the example scenes.

    Sometimes you just want to get going and not do any of that so there not being documentation in the function list itself is a downside.

    This is just how the Unity event system is.

    So I am adding my own function list dropdown that you will be able to view in the Inspector when you are working with condition systems.
     
    C_p_H likes this.
  2. Ruchmair

    Ruchmair

    Joined:
    Sep 20, 2015
    Posts:
    544
    here is the function list which is also in a text file and in the inspector as a foldout



    Basic Information : in non-linear mode ,the character you set to `IsInControl` will interact with any gameobject with an InteractableCharacter component attached to it. You must call BeginInteraction(InteractableCharacter) or BeginInteraction(gameObject) to begin dialogue / interaction with a character/gameObject with InteractableCharacter component attached If you wish to use collision detection to trigger interaction with a character, then you do not need to call BeginInteraction()

    In linear mode, all characters information is set up when you tell the Interaction component to GenerateActiveDialogueSet() or doReset(),


    CancelCondition(int) : Cancel a currently processing node specific condition. The int value represents the index of the condition,


    CancelGeneralCondition(int) : Cancel a currently processing General condition. The int value represents the index of the condition


    ContinueOnRoute(): in non-linear mode, when you choose a character to interact with either vis collision detection or by calling BeginInteraction(InteractableCharacter), BeginInteraction(gameObject) , the very first route on tour InControl character must call ContinueOnRoute in its node specific condition.


    GenerateActiveDialogueSet(): will generate the complete interaction data for your scene in linear mode and for characters you specifically target for interaction in non-linear mode


    GenerateActiveDialogueSet(bool ignoreControllingCharacter): will generate the complete interaction data for your scene in linear mode and for characters you specifically target for interaction in non-linear mode. By setting IngnoreControllingCharacter to true, the data from the controlling character will not be included in the generated interaction data,


    GoToRoute(int): Tells your currently processed route to go to a branching path. Int value represents the index of the path


    MoveNext(): Tells the Interaction system to go to the next node/ dialogue/interaction


    PlaySoundEffectNow():immediately play the voice clip associated with the currently processed node data


    PlayVoiceClipNow(): Immediately play the voice clip associated with the currently processed node data


    RemoveControllingCharacter(InteractableCharacter): Allows you to remove turn of IsInControl state of your character by referencing an interactable object


    SetControllingCharacter(InteractableCharacter): Allows you to set a new witch on the IsInControl state of a character by referencing an interactable object


    ResetConditions(): Resets the state of your condition to what it was before its function was executed


    ResetGeneralConditions(): Resets the state of your general condition to what it was before its function was executed


    ResetTyping(): Manually trigger the stopping and resetting of your text typing


    SetLanguage(int): Allows you to set a language for your active game by referencing the index of your language as seen in the Language Editor


    TurnOffCondition(int): Allows you to turn off a Condition by referencing its index


    TurnOffGeneralCondition(): Allows you to turn off a general Condition by referencing its index


    TurnOnCondition(): Allows you to turn on a Condition by referencing its index


    TurnOnGeneralCondition(): Allows you to turn on a general Condition by referencing its index
     
  3. Ruchmair

    Ruchmair

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    Sep 20, 2015
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    I am considering adding a video export system and will be including the example save load script as a default save load system.
     
  4. sxa

    sxa

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    Aug 8, 2014
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    Is there going to be an upgrade price for ST2 for those who own the original version?
     
  5. Ruchmair

    Ruchmair

    Joined:
    Sep 20, 2015
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    The upgrade is setup and the old version will be removed sometime in August.
     
  6. Ruchmair

    Ruchmair

    Joined:
    Sep 20, 2015
    Posts:
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    Hi, i updated the pricing of Storyteller be 29.99. still a one time payment.
     
    AGregori likes this.