"Do or do not. There is no try" - Said Yoda
Games that don't provide audible feedback or voice overs usually have a portrait and/or the name of the speaker so that the player knows who's saying what.
(Unavowed by WadjetEye Games)
In Dialogue 0.4.1 we introduced a new feature called Actors. These allow to define a character's properties in a self contained object which can then be used in a Dialogue that will feed this information to the UI.
(Example of a Dialogue line with a portrait and the name)
To create an Actor object, right click on the Project panel and select Game Creator → Dialogue → Actor. You can move the newly created object anywhere in your project and organize them as you see fit.
The Actor object is a Scriptable Object that contains a number of pre-defined fields. These fields are:
- Name: It can either be a localized constant string or a reference to a Game Creator Global variable.
- Color: A color than can be used to highlight something by the actor, such as its name.
- Avatars: A collection of avatars identified by a name. An avatar can either be:
- Sprites: Used in an Image component.
- Textures: Used in a Raw Image component.
- Prefabs: Instantiated inside the Dialogue UI per dialogue line.
- Gibberish: Settings for an intelligible sound played word-by-word, most commonly used in the early 90s era.
(Example of the Romeo actor, included in the Example scenes)
Once you have an Actor object you can immediately use it to customize how the Dialogue lines look like. To do so, you just need to drag and drop the Actor object into the Actor field.
(Romeo Actor used in a Dialogue line)