Setup
To use Dialogus in your project, you need a Dialogus Manager in your scene.
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Dialogus Manager is a DDOL (Don’t Destroy On Load) singleton.
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Only one Dialogus Manager should exist. Place it in the first scene that loads.
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Do not add a Dialogus Manager to every scene.
Dialogus Manager
To create your Dialogus Manager just go to the toolbar:
Tools > Fast Studios > Dialogus > Create Dialogus Manager

After creating you will se a new object in the hierarchy named Dialogus UI.
This object contains two scripts:
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Dialogus Manager (core logic)
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Dialogue Controller (UI actions: text, icons, choices, etc.)

Note that all your variables will be stored at the Dialogus Manager. So if you need to pre add a var, or save vars. Just acess the list (FloatVarDatas or BoolVarDatas)

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To create a local variable (only for a specific container):Assign the corresponding Dialogus Container to the variable.
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To create a universal variable (shared across all containers):
Leave the container as null.
VarNames at same context (universal, local) should not have the same name.
Triggering a dialogue
There are two built-in activation types:
Collision Activation: Player stays inside a collider and presses the interaction key to start Dialogue.
Raycast Activation: Player looks at an object with a DialogueRaycastActivation script and presses the interaction key to start Dialogue .
If you want to create custom activations, see Custom Dialogue Triggers.
Collision Activation
To create Collision Activation, just add a ColliderActivation script to a object containing collider

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Dialogus Container: the Dialogus Container to show
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Interaction Key: key to trigger.
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Key Or Mouse To Continue: Enable to use mouse/key to continue to next dialogue
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Mouse
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Keyboard
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Both
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Make sure that for your collider, the Is Trigger is enabled
Raycast Activation
To add a Raycast Activation you will need two scripts:
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DialogusRaycastActivation: to the interactable object (NPC, etc)
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DialogusRaycastInteractor: to the player/camera
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Interaction Distance: Max raycast distance.
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