General Dialogue
Last updated
Last updated
The purpose of general dialogue is to provide a method of having dialogue that is unrelated to quests. So, this results in some limitations for quest-oriented nodes.
It's a good idea to place dialogue objects inside a folder called Resources if you need to access them through code at runtime. Ideally, you should use the Assets > StylishEsper > Quest Tree > Resources > General Dialogue
folder.
You can create a general dialogue object from Assets > Create > Quest Tree > General Dialogue
. To open it, click on it and then click "Open Dialogue Editor" from the inspector.
General dialogue has some limitations compared to quest dialogue.
The receive node will not work when the receive type is set to 'Quest'.
The complete node wont work at all.
The trigger node won't work at all.