Object Manager

Going over the Object Manager.

Localization Note: when locales are adjusted through Unity's localization package, you may need to update the locales on Feel Speak's end.

Window > Feel Speak > Object Manager

The Object Manager is used to manage Feel Speak's objects such as dialogue groups, dialogue graphs, characters, and emotions.

Objects can be created and deleted with the plus and trashcan buttons at the bottom.

Dialogue Group

A Dialogue Group is a simple way to organize related dialogue graphs. How you group them is entirely up to you—there are no strict rules or best practices.

Properties

This is just for dialogue organization purposes. Only the "Name" property is required. The rest depend on your preferences and use case.

Name
Description

Name

The name of the dialogue group. This is for searching purposes.

Text

The display text of the dialogue group.

Sprite

A sprite that represents the dialogue group.

Localized Texts

A list of display texts for each locale. This is only available if localization is enabled.

Show Dialogues

The "Show Dialogues" button switches the the dialogue tab and sets the dialogue group as a filter—only dialogue graphs of the dialogue group will be displayed as long as the filter is active.

Dialogue Graphs

A Dialogue Graph stores all the dialogue data for a single conversation, including all nodes and connections. It represents the full structure and flow of that specific dialogue sequence, allowing you to define how the conversation progresses.

Properties

Name
Description

Name

The name of the dialogue graph. This is for searching purposes.

Text

The display text of the dialogue graph.

Localized Texts

A list of display texts for each locale. This is only available if localization is enabled.

Open In Dialogue Editor

The "Open In Dialogue Editor" button opens the dialogue graph in the Dialogue Editor.

Characters

A Character defines the basic data for a specific character, including their name, appearance, and other identifying information. It also allows you to configure preset settings for each emotion the character can express.

Properties

Name
Description

Name

The name of the character. This can be used for searching purposes.

Sprite

The main sprite that represents the character.

Text Sound

The regular text sound that plays during dialogue when this character is speaking (typewriter effect only).

Text Color

The text color applied to the name of the character when displayed in the Name Tag and in dialogue with the <character> tag.

Localized Names

A list of display names for each locale. This is only available if localization is enabled.

Animation Settings

Name
Descriptio

Idle Sprite Animation

The base sprite animation of the character when not speaking.

Speaking Sprite Animation

The base sprite animation of the character when speaking.

Per Emotion Settings

Name
Description

Sprite

The sprite that represents the character for that specific emotions.

Idle Sprite Animation

The sprite animation of the character when not speaking.

Speaking Sprite Animation

The sprite animation of the character when speaking.

Sound Override

An emotion sound that overrides that regular one for the emotion.

Text Sound Override

A text sound that overrides the character's regular text sound when they express the emotion during dialogue.

Animation Name Override

A name of the animation state that overrides the emotion's animation state for this character when they express this emotion.

Animation Layer Override

The layer index of the animation state that overrides the emotion's animation layer index for this character when they express this emotion.

Emotions

An Emotion defines a shared set of settings used to represent a specific emotion—such as 'happy,' 'angry,' or 'sad.' These settings can include things like default sprites, sounds, or animations, and are applied universally across all characters that express that emotion. This helps maintain consistency while allowing characters to override certain elements as needed.

Properties

Name
Description

Name

The name of the emotion. This can be used for searching purposes.

Sprite

A sprite that represents the emotion.

Text Speed Multiplier

Multiplies the dialogue text speed when this emotion is being expressed.

Text Color

The color of the text when to display the emotion name with the <emotion> tag.

Sound

A sound that plays immediately when the emotion is expressed.

Anim Name

The name of the animation state for a speaker to trigger when this emotion is expressed.

Anim Layer

The layer index of the animation state.

Localized Names

A list of display names for each locale. This is only available if localization is enabled.

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