How to make a Dialogue System in Unity

Brackeys · 987K views · 2017 · 16:19

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Game programming & enginesIndie game developmenttutorial

Why Stack Overflow recommends it

Stack Overflow users link it as the base dialogue system they followed, then ask how to adapt it for NPC interaction, multiple dialogue triggers and text-printing performance.

Recommended by 1 people across 1 different months, 2018 to 2024.

What it is

A 16-minute Unity tutorial from Brackeys that builds a reusable dialogue system with a text box, sentence queue and typewriter-style text display, plus a trigger script and downloadable project. It walks through the UI setup and C# scripting step by step for beginners.

What people said

Recommends Byuuk · 2024-02 · Stack Overflow · on “Unity dialogue system for multiple dialogues in the scene”

Basically my player will walk through the scene and in some specific points he will collide with a collider that triggers a dialogue, it’s actually a text box that display some hints to pass to the next level (I know it’s not exactly a dialogue but I hope you could understand). So I used this tutorial by Brackets for dialogue system. The problem is that if I had to put multiples points in the scene it won’t work, it will only work for the first point I collide, or it will display another text from the other point I have yet not collided. I haven’t found another tutorial on Youtube for multiple dialogues in the scene. Tutorial Link [this video] ColliderDialogue.cs attached to Canvas and a point co

Cites ReignBeaux · 2018-04 · Stack Overflow · on “Calling a script from NPCs in Unity to trigger dialogue”

I have followed Brackeys tutorial on Youtube ( [this video] ) on how to create a dialogue system for a game. I am currently attempting to adapt this system to where the player can walk up to an NPC and press the "Submit" button to access their dialogue, instead of clicking a button on the canvas/UI like the video shows. To those who have played games like Super Mario64, The Legend of Zelda: Ocarina of time, or most games with text dialogue you may recognize this. The Interactable script I created detects whether the player is within the collision sphere or not that the NPC has, and allows the player to press the "Submit" button on what is supposed to call the dialogue for the NPC in range. I'm ju

Cites ReignBeaux · 2018-04 · Stack Overflow · on “Calling dialogue script from NPC using Interactable script (Brackeys' system)”

I have followed a tutorial on Youtube ( [this video] ) on how to create a dialogue system for a game. Since my game is a platformer/RPG, I am currently attempting to adapt this system to where the player can walk up to an NPC and press the "Submit" button to access their dialogue, instead of clicking a button on the canvas/UI. So far I have created an Interactable script that allows the player to detect if they are in the range of the invisible sphere collider that is equipped to the NPC, which is working. If I try to access the dialogueTrigger script that is equipped to the NPC however, I get a NullReferenceException error. I would like some help on how to properly call the dialogueTrigger scrip

Cites Nemo · 2021-10 · Stack Overflow · on “When I change too fast between dialogues in my Unity game, weird characters appear”

I'm fairly new to coding (been learning for like the past 4 months) and I've been making a 2D point and click game with an RPG-like dialogue system in Unity, and the dialogue works well for the most part except for one thing: whenever I go from the dialogue of one object to another, if I change too fast between them, strange characters start appearing and the text is butchered. Here is an example of what I mean: [LINK] . .The text is in Spanish, but I think anyone can see where the text isn't behaving like it should (there's a weird amalgamation of symbols and letters at random). The first time I opened both dialogues (the first dialogue is in the drawer object and the second is in the lamp

Cites Rodrigo Ramírez Vento · 2022-01 · Stack Overflow · on “Game slows down when printing text”

I have implemented the dialog system from this Brackeys video [this video] in my project. Everything works perfectly, but when I have done the build for android I have seen that printing long texts slows the game down. The code divides the sentence to be displayed in the UI into an array of characters and then prints each character one by one, with a small delay. I have been doing several tests and first I thought that the problem was the coroutine from where the characters were printed. But then I have removed the code from the coroutine and I have seen that the more characters it prints, the more the game slows down. void FixedUpdate() { if(typeSentence) { if(t <= 0) { TypeChar(); t = charDelay