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!
@micahgoins49182 жыл бұрын
also at the top put "using TMPro;"
@mroliveoil2 жыл бұрын
duly noted
@ladarriuscaldwell75772 жыл бұрын
Thank you! this is the issue I was just having!!!
@tramsroy2 жыл бұрын
Lifesaver!! thank you, I couldn't figure out for the longest time
@thanhatnguyen81372 жыл бұрын
Hi pro, I try on two box collider used OnTriggerEnter, but only 1 dialogue show, help me, thanks
@leowilbur4024 Жыл бұрын
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_-3 жыл бұрын
Its sad that this channel has stopped making new videos. These are extremely helpful videos.
@gabrielm50879 ай бұрын
ther's adiscord now
@Cardinal_7 ай бұрын
guess what
@UnchallengedGaming6 ай бұрын
He's BACK!
@pixaxgt87247 жыл бұрын
Those tutorials are better than them you paying for... Thank you Brackeys for doing this
@Ian6407 жыл бұрын
@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.
@BoundfoxStudios7 жыл бұрын
you mean the courses? yeah many courses are very shit :D
@Ian6407 жыл бұрын
+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!
@jacoblynam9236 жыл бұрын
totally agree! This dude is a stud!!!
@GamexTRon5 жыл бұрын
Put in the simplest way, Brackeys helps you more to understand the logic and algorithm while unity courses are more flexible coding wise.
@sdk2n5 жыл бұрын
I just finished the video, and “dialogue” doesn’t sound like a real word anymore.
@riyazsaifi40605 жыл бұрын
Yeah it's one-sided dialogue 🤣😂😅
@crgamedev7344 жыл бұрын
Same here I used dialogue so much I forgot how to spell it
@ibhauptmann984 жыл бұрын
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.
@David-vz4yk4 жыл бұрын
Ib Hauptmann happend to me when i watched a tutorials about door keys by code monkey
@hantao21154 жыл бұрын
@@ibhauptmann98 semantic satiation
@kavyaagrawal20133 жыл бұрын
"Let's just delete Linda for now.." Person named Linda: Guess I'll die
@Enderia29 ай бұрын
5:43 lol
@xenothym4 жыл бұрын
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.
@nathannlatimore78633 жыл бұрын
Thank you so much!
@syamz2 жыл бұрын
Thank you so much for the typing speed!
@winnerinsanjaya76042 жыл бұрын
ahhh nicee
@winnerinsanjaya76042 жыл бұрын
so i can use this without timescale?
@Blinkers2007GameDev2 жыл бұрын
Thanks!
@nabeast19807 жыл бұрын
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!
@dangerranger47807 жыл бұрын
NaBEAST I also planned about it yesterday
@zokaper8015 жыл бұрын
you forgot the S
@Blinkers2007GameDev2 жыл бұрын
lol
@reversible87407 жыл бұрын
As soon as another BRACKEYS video comes out... GOTTA GO FAST
@mel0dyy_7 жыл бұрын
GOTTA CODE FAST!
@RexArtTv7 жыл бұрын
Reversible Nice video! Do you have a beginner video about Unity?
@reversible87407 жыл бұрын
Rex Art Im sorry but i dont have a channel developed yet. You might wanna checkout brackeys begginer videos.
@aldehuyatid58464 жыл бұрын
Hmmmm you’re not first though You’re too slow!
@reversible87404 жыл бұрын
Alde Huyatid lol 2 years later kinda crazy. This was all before brackeys blew up
@GaryParkin4 жыл бұрын
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.
@IndieMarkus7 жыл бұрын
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.
@IndieMarkus7 жыл бұрын
Hmm, I don't really know, since I didn't learn it from KZbin, 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
@waterandtreefilms6 жыл бұрын
Very good Point.
@ayli7654 жыл бұрын
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.
@anirudhganesh77144 жыл бұрын
@@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.
@stickguy91092 жыл бұрын
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";
@TheLunarElixir4 жыл бұрын
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!
@riseoftech4k3327 жыл бұрын
always making a useful video when I need it .. perfect timing thanks
@SKGaming-gs4ul5 жыл бұрын
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 :).
@Hypericus825 жыл бұрын
SK Gaming that drives me mad in games!!
@madlad2554 жыл бұрын
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.
@tommyyodergamecreator3 жыл бұрын
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! :)
@tommyyodergamecreator3 жыл бұрын
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; }
@TS111WASD Жыл бұрын
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(); } } }
@eduardorpg64Ай бұрын
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!
@Blind567 жыл бұрын
wish you'd have posted this video way back when i was developing my first few games. i learned the hard way :)
@eduardorpg64Ай бұрын
Thank you for making your code free to use, even for commercial projects. You sir, are a God!
@scut_it_out4 жыл бұрын
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)
@mdkcynic4 жыл бұрын
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.
@Tubcio2 жыл бұрын
@@mdkcynic How to fix it? It doesn't work - null error
@mdkcynic2 жыл бұрын
@@Tubciosend me an email address, I can take a look at the code for you
@Tubcio2 жыл бұрын
@@mdkcynic you don't have to, I already fixed this :D
@loisky8561 Жыл бұрын
@@Tubcio How did you fix it?
@TheCrustiCroc6 жыл бұрын
This is by far the best tutorial ever made for Dialogue boxes.
@TailedCarpet5 жыл бұрын
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
@TheLoveMiku4 жыл бұрын
i want to know that too...
@jangou47634 жыл бұрын
Please I have been searching how to do this for days anyone got an idea ?
@jangou47634 жыл бұрын
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.
@bartbartbartbartbartbart3 жыл бұрын
I was thinking way to complicated thanks omg
@rezazolgharnein76092 жыл бұрын
@@jangou4763 Hi, can you put a piece of code for example?
@kristianthaler65252 жыл бұрын
Professional looking conversations for any game in 16 minutes, minus the intro and outro... I am astounded.
@RKD10107 жыл бұрын
rip linda
@cheongja46174 жыл бұрын
69 likes f
@moonsliced4 жыл бұрын
F
@goran.gamedev77593 жыл бұрын
F
@VoidboiX2 жыл бұрын
Who's Linda?
@t3chnohippi37 жыл бұрын
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.
@krystian91867 жыл бұрын
Please make a extended dialogue system tutorial where you can select what to answer to.
@scottreilly73107 жыл бұрын
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
@davidkim46537 жыл бұрын
Have you done this before? I'm having trouble implementing something similar
@kuryart45866 жыл бұрын
David Kim, what's your trouble?
@twoboxtoofurious6 жыл бұрын
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
@thiskidcalledtom5 жыл бұрын
Check out Fungus
@bip9017 жыл бұрын
The only channel where I don't skip ads But seriously KZbin, 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
@leliba136 жыл бұрын
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
@imconfused69556 жыл бұрын
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.
@srmarcosx7 жыл бұрын
Starring Dwayne "The Rock "Johnson
@CarlitoProductions7 жыл бұрын
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.
@CarlitoProductions7 жыл бұрын
Also, how do i extend this by triggering dialogue when a bool is on?
@ind1ewave Жыл бұрын
This Aged Well
@toreole29937 жыл бұрын
You should rename your channel to "Best and most useful unity tutorials" ... Its too long, how about "Unity Tutorial King"
@timsmith33467 жыл бұрын
There is one word for that. And that word is Brackeys.
@trafkgaming76046 жыл бұрын
+1
@PZMaTTy4 жыл бұрын
Yes man, all of their tutorials are awesome, very wll explained
@beri41384 жыл бұрын
Unity Pog
@신채훈-j2i5 жыл бұрын
Here's Korean student learning Unity. This video is veeeeeeeeeeery useful to make my own game. Thanks for your education.
@blavatskyvertite43614 жыл бұрын
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.
@lethn29297 жыл бұрын
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
@Dezomm4 жыл бұрын
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...
@joaovictorcamposmachado3753 Жыл бұрын
thank you man, i had this problem and you saved me. God bless you
@LittleDragonAdventures15 күн бұрын
Thank you so much! You saved me man! Thank you!
@SaadTahirVelocity77 жыл бұрын
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!
@corrondo8983 Жыл бұрын
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.
@bigjiggly74907 жыл бұрын
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.
@AkaGiant14 жыл бұрын
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; } } }
@TS111WASD Жыл бұрын
It works. Cheers mate.
@braxtonsdev95643 ай бұрын
IEnumerator TypeSentence(string sentence) { dialogueText.text = ""; foreach (char letter in sentence.ToCharArray()) { dialogueText.text += letter; yield return new WaitForSeconds(0.1f); //
@BobbyMcwho7 жыл бұрын
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.
@MoonKnight117 жыл бұрын
Thanks for making this awesome video! perfect timing!
@SuperRalle1237 жыл бұрын
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!
@adeadchannel41297 жыл бұрын
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.?
@nikolafilic12157 жыл бұрын
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
@adeadchannel41297 жыл бұрын
Does steam cost $90 A month?
@deepbluezen47517 жыл бұрын
It's a $100 per submission
@doggo46167 жыл бұрын
nope, just pay the fee and you are good
@nikolafilic12157 жыл бұрын
And i believe they take about 25% of your earnings, or maybe not
@johnphilipangeles18255 жыл бұрын
Love these tutorials, simple, straight to the point with important details, good quality and no bs.
@Kirzolitro7 жыл бұрын
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
@incpwnge5 жыл бұрын
This was not particulary what i was searching for, but i couldn't stop myself watching it through..
@Charditronic6 жыл бұрын
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... :'(
@capncrunchfan2552 жыл бұрын
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.
@skeleton_king5 жыл бұрын
2 years old and still perfect. Good work!
@reed92696 жыл бұрын
maybe i overlooked, but this is not dialogue its monologue
@neotomatoe72574 жыл бұрын
no u wrong
@Underscore_Qwin4 жыл бұрын
@@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.
@Jono6321_true7 жыл бұрын
I always thought it was really difficult to make a dialogue system. Brackeys has proved me wrong once again.
@mumenraida10232 жыл бұрын
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!
@Enderia29 ай бұрын
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.
@198boblob5 жыл бұрын
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
@alberquepasa4 жыл бұрын
it would be easier to understand if don´t name everything "dialogue"
@ernestoasustao4 жыл бұрын
Diselo hermano
@typharian92814 жыл бұрын
Using dialogue to make a dialogue game to dialogue with dialoging NPCs and have fun dialogue......dialogue
@AlexanderZotov3 жыл бұрын
@@typharian9281 Did you mean dialogue?
@Totatix837 жыл бұрын
Perfect timing, I have a dialogue system to implement in the game I'm working on atm, thx Brackeys for the great video
@alejandronebot3002 жыл бұрын
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
@jaososchefget36323 ай бұрын
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.
@jaososchefget36323 ай бұрын
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.
@jaososchefget36323 ай бұрын
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
@jaososchefget36323 ай бұрын
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.
@TheSpacecraftX7 жыл бұрын
Singleton is such a useful design patter in unity for gong between scenes.
@chronotorii53536 жыл бұрын
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?
@frodox102 жыл бұрын
Wish these guys were still around, great tutorial.
@adibmukhlis52567 жыл бұрын
but...what if I want to make the player can interact with the continue button (showNextSentence) by pressing space key
@anirudhganesh77144 жыл бұрын
Thanks a lot brackeys. Surely will miss ya. This basic setup helped me with random dialog boxes somehow.
@maggie28806 жыл бұрын
im having trouble making the system work. My script is skipping right to the "End Conversation"
@Brick693 жыл бұрын
Yea me too
@boombaby17697 жыл бұрын
I simply love your coding style. Learned a LOT in this one!
@SepiaDragoonGR6 жыл бұрын
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?
@andresgarro9095Ай бұрын
Bro I'm having this issue, did you find the solution?
@sgyffysgyffy47367 жыл бұрын
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.
@talalzahid22417 жыл бұрын
Some topics that arent well explained: -Loading Screens. -Saving/Loading progress. -Packaging your final product. Compressing/Installer.
@musab3d7 жыл бұрын
Making a game into an installer has been done before on this channel in the video called "How to BUILD / EXPORT your Game in Unity (Windows | Mac | WebGL)"
@ererbe7 жыл бұрын
loading screens has been done before too ^^
@thinkfast86627 жыл бұрын
Saving/Loading without using playerprefs.
@musab3d7 жыл бұрын
nice teamwork in answering the question guys 👍
@adibmukhlis52567 жыл бұрын
he said "arent well explained" .. not "arent explained", right?
@oliverblomfield49327 жыл бұрын
Your tutorials are the best Brackeys. Really appreciate all the hard work you put in.
@charlesbarnes32496 жыл бұрын
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!
@Sonsho6 жыл бұрын
Hello have you managed to do it? I wanna do the same thing
@TripleZetta3 жыл бұрын
Hello have you managed to do it? I wanna do the same thing
@colorfury69362 жыл бұрын
@@TripleZetta ...
@chrisma21697 жыл бұрын
This thing is legit. Wanted a dialogue system for a long time.
@mihajlotravels6 жыл бұрын
Make a "multi-person" dialogue system
@CasualCosta4 жыл бұрын
In case anyone is still looking, I made an adaptation to the script so it fits two or more people in the conversation: repl.it/@Felipe_ThiagoTh/BrackeysDialogueUpdate
@cosminblaga64194 жыл бұрын
@@CasualCosta I see yours and raise you one: repl.it/repls/KnowingLawfulGravity (I'm too lazy to create an account so I just left an anonymous repl). I tried to keep the initial classes as designed, keep the original Dialogue class but modified, use DialogueTrigger for the conversations, and access it from DialogueManager.
@useless33104 жыл бұрын
@@cosminblaga6419 hi, i'm using your script and it's been working great so far but after reloading the project i keep getting the error "IndexOutOfRangeException: Index was outside the bounds of the array." even though i didn't change anything about the script. do you have any idea what that's about?
@zixindeng56264 жыл бұрын
Wow,amazing!!!But I have a question:this is not a questions and answers mode,right?Does it only change another name when the last one has finishet his dialogues?
@cosminblaga64194 жыл бұрын
@@useless3310 It's not only the script, somehow the object in Unity is connected to the script. They work in unison. To see exactly where the problem is, try to debug it. Print a message with your conversations size ( Debug.Log("conversations size: " + conversations.Length) ) and at every step and see where things go wrong. I've changed the dialogue a lot since I started. I'm using ScriptableObject(s) now. The error suggests you are trying to access an element in the array although it doesn't have the size of the requested index. Something like: conversations has length 3 and you try to get conversations[3] (the three elements being at indexes 0,1 and 2).
@Alithium02 жыл бұрын
I miss you brackeys, and I think everyone does!
@BrunoBayerNetto7 жыл бұрын
Add some choice system to this.
@jttee93237 жыл бұрын
Bruno Bayer Netto so the idea is to do it yourself. This is an incredible start, just add a few more variables and add choices yourself..
@derphoof38656 жыл бұрын
I had a thought if you make each piece of dialogue a clickable "button" would it work? like instead of there being a continue button in the corner you click the sentence to move on the that sentences uh timeline dialogue tree thing.
@Dxpress_6 жыл бұрын
*+Derp Hoof* You could just make the continue button cover the entire area of the dialogue box, give it no text, and set its opacity to zero.
@derphoof38656 жыл бұрын
Yeah but i meant like skyrim for example when you hover over a sentence you can click it and your character "says" that sentence leading down a preset dialogue tree. i just expected something like that to be overly complicated like every thing else i try in unity.
@mirageowl6 жыл бұрын
to "make each piece of dialogue clickable", you can make a button and add the dialogue option in the text object on that button. You can use normal/highlight/pressed options with the text: just drag the text object to Target Graphic in the editor. I don't really know how to make it scrollable but I'm sure you can find it somewhere.
@carlosdalomba84557 жыл бұрын
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 :)
@Andromeda90097 жыл бұрын
This is a monologue system..
@josephromines60575 жыл бұрын
Here's the thing - he shows you how to do it. He also says a system that you can easily tweak to suit your game. So you should tweak it to make it talk between you and NPC's if that is what you want. Otherwise, take it as is or find a different tut, he can't make your game for you :)
@rigzmoviediaries6545 жыл бұрын
Thanks to you I am currently 25% ready to start my game as a gamedev
@cschott7 жыл бұрын
usually in a DI-alogue the player can respond to the sentences.. ^^
@supereor55057 жыл бұрын
Yeah, this is...kind of a big issue with this video. I think if you don't know enough about Unity to have to watch this video, then you also definitely won't know enough to alter the scripts and create interactive dialogue. This is still a really helpful and informative video, but this just wasn't quite what I was looking for. Also, is there any way to get text to unload without the word first loading on the above line, then moving down to the second? It's hard to explain, but at 15:47, the word "dangerous" starts off on the first line, then moves to the second. Any way to prevent this?
@lunaticode22977 жыл бұрын
Supereor add invisible characters to the end with length of a word. Keep original text and the one with invisible characters separated and combine them in the end. Count number of characters left for this word to type(length - charactersTyped).
@derphoof38656 жыл бұрын
question since you probably have a bit more xp then me. would it work if instead of using a continue button you made the sentence itself the clickable button that continues on the either the next dialogue or like its own dialogue tree?
@lunaticode22976 жыл бұрын
Yeah, sure. Just add Button component to object with Text component (or if you want you can also add it to parent components if I'm not wrong).
@derphoof38656 жыл бұрын
hmmm so that's how say a game like Skyrim makes clickable dialogue options its really that easy?
@Ken-nm6ve7 жыл бұрын
holly sht, the best tutorials ive ever watched! its just so much detailed while the whole video is short! Thanks mate!
@ariefnugraha2434 жыл бұрын
"Lets just delete Linda for now" Noooo you shouldn't delete Linda :(
@ToniPlays_7 жыл бұрын
Love your tutorials. Simple and easy to understand. Keep it up bro!!
@banacatrulez4 жыл бұрын
is there any way i can make it so that instead of clicking the button I can press a certain key?
@acinaces3434 жыл бұрын
carl wheezer Input.GetKeyDown()
@tobihudiat4 жыл бұрын
@@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
@GiovanniConcer7 жыл бұрын
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!!
@yueheiyeung36435 жыл бұрын
nullReferenceException: object reference not set to an instance of an object DialogueManager.StartDialogue(Dialogue dialogue) (at Asset/DialogueManager.cs:19) can anyone help?
@exinr69305 жыл бұрын
i'm having a similar issue i have no clue what I'm doing wrong.
@BedWords_5 жыл бұрын
@@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.
@mars93994 жыл бұрын
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
@quickmixian6 жыл бұрын
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
@nicospadoni53284 жыл бұрын
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.
@jacobyork29613 жыл бұрын
@@nicospadoni5328 hope this works was trying to figure out ow to do this same thing
@jacobyork29613 жыл бұрын
@@nicospadoni5328 didn't work :(
@nicospadoni53283 жыл бұрын
@@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
@vr_bandit24293 жыл бұрын
I tried this but nothing seemed to happen, it didnt send signals nor did it change the dialogue
@donutgoose23363 жыл бұрын
Thanks! I cannot even tell how much his tutorials helped me.
@viktorleon79155 жыл бұрын
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!
@anoncoms5 жыл бұрын
I have the same question, would love an answer!
@RodolpheJL5 жыл бұрын
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;
@elllieeeeeeeeeeeeeeeeeeeeeeeee5 жыл бұрын
(top of file) using TMPro; Instead of "Text" use class "TextMeshProUGUI" or "TMP_Text"
@SuperMinecraft5675 жыл бұрын
Thx guys i had the same problem
@TheMentalistGR Жыл бұрын
maybe the best tutorial i've seen for unity
@blackflashcosplay27207 жыл бұрын
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.
@infinitesauce82067 жыл бұрын
me too ;-;
@emersonmanuba82736 жыл бұрын
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
@emersonmanuba82736 жыл бұрын
an Nice one! Thank you very much for giving us knowledge..! Keep it up.!
@sgggongo57566 жыл бұрын
an you are a god
@GizmoDude016 жыл бұрын
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)
@lucky-two7 жыл бұрын
I Honestly love your videos Brackeys! so easy to follow, and your instructions ALWAYS works for me!
@sanjuanabigail6 жыл бұрын
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.
@CasualCosta4 жыл бұрын
Call TriggerDialogue on Start or Awake.
@joshuamcmillan69197 жыл бұрын
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.
@raz37437 жыл бұрын
wish me luck
@blzahz76337 жыл бұрын
No. I wish you skill.
@ahmetdoray6 жыл бұрын
good luck lol making a game is always a pain in the ass
@sensei97676 жыл бұрын
nihaheiga No! Coding your own games is easier than you think!
@liztheturtle7175 Жыл бұрын
Just wanted to say it still works wonderful in 2023! Thanks alot
@tobycook90397 жыл бұрын
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.
@tobycook90396 жыл бұрын
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
@nineth-lion6 жыл бұрын
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.
@kittenish71166 жыл бұрын
use wait for secnods but have iit low like 0.02 (i used thaat) Edit: Oh god my grammar holy crap... D;
@Firestar-rm8df6 жыл бұрын
@@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.
@teapottanuki58416 жыл бұрын
I actually understood this which is no small feat. Awesome vid!
@GameDevJosh7 жыл бұрын
How do you get rid of the "Start Conversation" button after the dialogue button has begun?
@GameDevJosh7 жыл бұрын
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
@jackunlocker31256 жыл бұрын
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 ;)
@rimoros.10206 жыл бұрын
instead of a public button, make it a GameObject instead, only using the button only disables the button script
@Przemro94 жыл бұрын
ToCharArray is not necessary by the way, string is just an array of characters, you can loop through it as it is ;)
@loganankarberg22964 жыл бұрын
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 += " "; 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; }
@juliuswillms82894 жыл бұрын
OMG thx love u
@Dishwin-s8k4 ай бұрын
Incredibly insightful. Love these videos
@sharkgoesnomnom59544 жыл бұрын
Spent Hours working on this and still dont understand for some reason the dialogueTrigger script and the Dialogue script arent comunicating. Please help
@TheLoveMiku4 жыл бұрын
Hm, maybe if you post the two scripts someone can hopefully help you.
@aaronkanaron4 жыл бұрын
@@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
@TheLoveMiku4 жыл бұрын
@@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.
@michaelepica35643 жыл бұрын
@@aaronkanaron Did you put the DialogueManager on a game object?
@aaronkanaron3 жыл бұрын
@@michaelepica3564 lol I literally commented that a year ago. No idea what my initial problem was really
@criadabatterista86473 жыл бұрын
I am still watching your videos for my references, wish you guys are back someday