Hi. I'm trying to figure out how to set up a dialogue box for a "Choice" dialogue type so that it overrides the default UI button prefab (set up on the UI>UI System>Default UI Prefabs) with it's own button prefab for the choices. Basically, I want dialogue choices to look different then choices in menus (and for that matter, I want the choice buttons in different menus to look different from eachother too.) I used to be able to do this in ORK 2, but can't figure out how in ORK 3/Makinom. Any help?
On a related note, is there an easy way to set up the choices to be outside of the main dialogue box? I figure I can create two different UI boxes and use one for the main dialogue box, and the other is invisible except for the choices. My worry is that I'd like picking a choice to close both boxes without closing the portraits that will also be displayed at the same time. Any advice?
With Show Dialogue node set to choice, when adding in the choices you can override the button displayed for each choice by putting the desired prefab in the Custom Input Prefab slot:
If I'm understanding your second question correctly, you can use the Input Parent on the UI Box component to specify what the buttons should be a child of. There you can add a blank rect transform with a layout group, move it to the side of your normal box and then ORK should instantiate the buttons under that object rather than the Content object:
The UI Box component of your UI box's prefab can override the input prefabs to have all inputs used by the box use those prefabs instead of the default ones. The Custom Input Prefab you can set in individual dialogue/menu setups will override the default and UI box input prefabs.
As @Acissathar said, the Input Parent of the UI box prefab's input settings defines where the inputs will be parented to. Since this is all just (UI) game objects, you can place them wherever you want, use whatever layout component, etc.
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If I'm understanding your second question correctly, you can use the Input Parent on the UI Box component to specify what the buttons should be a child of. There you can add a blank rect transform with a layout group, move it to the side of your normal box and then ORK should instantiate the buttons under that object rather than the Content object:
The Custom Input Prefab you can set in individual dialogue/menu setups will override the default and UI box input prefabs.
As @Acissathar said, the Input Parent of the UI box prefab's input settings defines where the inputs will be parented to. Since this is all just (UI) game objects, you can place them wherever you want, use whatever layout component, etc.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!