Create Cutscenes in Unity using the Non-Linear Dialogue & Cutscene System Asset

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  • Опубликовано: 18 дек 2024

Комментарии • 7

  • @fantacodestudios
    @fantacodestudios  Год назад +1

    Checkout the Cutscene System Asset on Unity's Asset Store: prf.hn/l/eYmm1W8

  • @oracleplays2644
    @oracleplays2644 Год назад +1

    Hey. I just want to ask what plugin did you use? I am currently implementing the same idea in my project. what are the tutorials you used?

    • @fantacodestudios
      @fantacodestudios  Год назад +1

      Hi, this is an Asset we developed. We've submitted it to Unity's asset store, and we're waiting for approval from Unity. Hopefully, the asset should be approved and published this week.

    • @oracleplays2644
      @oracleplays2644 Год назад

      @@fantacodestudios Will it be a free open source project or a paid one? Your tutorial seems helpful for those struggling implementing animations and dialogue boxes. You're style lf cutscenes is a little bit reminiscent from genshin impact.

    • @fantacodestudios
      @fantacodestudios  Год назад

      @@oracleplays2644 Hey, thanks for the feedback. It's a paid asset priced at 45$. There will be 30% discount for the first 2 weeks after the launch.

  • @ぱわすぱぱ
    @ぱわすぱぱ Год назад

    This article has been automatically translated. I'm sorry if it's a strange sentence.
    Can this asset use the dialogue text created with this asset in an external script?
    For example, in the video sample, when creating a cutscene using this asset, the sentences are displayed in an existing prefab, but I didn't use it, and created my own display method with "Playmaker". I want to process it and display the text in chat format.
    Is it possible to get the text that should be displayed in this asset in "String format" to an external script?
    The node tree is very attractive.
    If possible, I would like to purchase it.

    • @fantacodestudios
      @fantacodestudios  Год назад

      The data of the node tree is saved as a list of Node class. In case of dialogue nodes, the dialogue text is saved as string inside the Node class. So you can loop through the nodes get text and display it in your own prefab.
      I hope that helps, we can discuss more about it over a call if you want.