Advanced POC - portals, dialogue system + floating words, room loading
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# Unheimlich POC - Developer Guide
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**Unity Version:** 6000.3
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**Last Updated:** January 2025
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---
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||||
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## Table of Contents
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||||
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||||
1. [Project Overview](#project-overview)
|
||||
2. [Core Systems](#core-systems)
|
||||
3. [Quick Start Guides](#quick-start-guides)
|
||||
4. [Architecture Details](#architecture-details)
|
||||
5. [Best Practices](#best-practices)
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||||
6. [Troubleshooting](#troubleshooting)
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||||
|
||||
---
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||||
|
||||
## Project Overview
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||||
This is a first-person horror exploration prototype featuring seamless portals, interactive dialogues, and environmental storytelling. The project uses Unity's Universal Render Pipeline and the New Input System.
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### Key Features
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|
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- Seamless portal system with recursive rendering
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- Node-based dialogue system with gaze interaction
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- Custom dialogue editors for rapid content creation
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- Dynamic room loading/unloading
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- First-person controller with smooth movement
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- Interactive objects (doors, items, NPCs)
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- Item inspection system
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- Environmental audio with portal proxying
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|
||||
### Project Structure
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||||
|
||||
```
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||||
/Assets/Unheimlich_POC
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├── /Scenes # Game scenes
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├── /Scripts # C# scripts organized by namespace
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│ ├── /Audio # Audio systems
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||||
│ ├── /Data # ScriptableObject definitions
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│ ├── /Editor # Editor tools and inspectors
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||||
│ ├── /Gameplay # Core gameplay systems
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||||
│ │ ├── /Environment # Doors, interactables
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||||
│ │ ├── /Items # Inspectable items
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│ │ ├── /Player # Player components
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│ │ └── /Portals # Portal system
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│ ├── /Handlers # Input and interaction handlers
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||||
│ ├── /Interactions # Dialogue, focus, floating words
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│ ├── /Managers # Singleton managers
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||||
│ ├── /UI # UI components
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||||
│ └── /Utility # Helper functions
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||||
├── /Prefabs # Reusable prefabs
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||||
│ ├── /Dialogues # Dialogue triggers and UI
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||||
│ ├── /NPCS # NPC prefabs
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│ ├── /Player # Player prefab
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||||
│ ├── /Portals # Portal prefabs
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│ └── /Rooms # Room prefabs for portal loading
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├── /Datas # ScriptableObject assets
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│ ├── /Dialogues # Conversations and nodes
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│ └── /Settings # Animation and system settings
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└── /Materials # Materials and shaders
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├── /Portal # Portal-specific materials
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└── /Shaders # Custom shaders
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```
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---
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## Core Systems
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||||
|
||||
### Portal System
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||||
|
||||
The portal system creates seamless transitions between spaces by rendering real-time views through portal surfaces and teleporting objects that cross the portal plane.
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||||
|
||||
#### How It Works
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||||
1. **Rendering**: Each portal has a camera that renders the view from the linked portal's perspective
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2. **Display**: The rendered view is projected onto the portal's screen mesh
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||||
3. **Teleportation**: Objects crossing the portal plane are teleported to the linked portal
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4. **Slicing**: A custom shader prevents visual artifacts by hiding geometry on the wrong side
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5. **Room Loading**: Rooms can be dynamically loaded/unloaded based on player distance
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#### Key Components
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**Portal.cs**
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- Main portal logic
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- Handles rendering, teleportation, and room loading
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- Tracks objects (PortalTravellers) entering the portal
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- Manages linked portal connection
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**PortalTraveller.cs**
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- Required on any object that should teleport through portals
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||||
- Handles smooth transition during crossing
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- Automatically added to player
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||||
**PortalRoomManager.cs**
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- Singleton that manages room loading/unloading
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- Distance-based loading (default: 15 units)
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- Supports room pooling to keep inactive rooms in memory
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- Prevents unnecessary load/unload cycles
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**PortalDoor.cs**
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||||
- Synchronized door between linked portals
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||||
- Opening one door opens the corresponding door on the other side
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||||
|
||||
#### Using the Portal Prefab
|
||||
|
||||
The `PortalWithDoor.prefab` contains a pre-configured portal ready to use:
|
||||
|
||||
1. Drag `PortalWithDoor.prefab` into your scene
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||||
2. Set up the portal settings:
|
||||
- **Linked Portal**: Leave empty if loading a room, or drag another portal for direct linking
|
||||
- **Room Prefab To Load**: Assign the room prefab you want to load through this portal
|
||||
- **Room Spawn Point**: Position where the room will be instantiated (relative to portal)
|
||||
- **Linked Portal Path In Room**: Path to find the linked portal within the loaded room (default: "Portal")
|
||||
|
||||
3. Configure the door (optional):
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||||
- The door automatically syncs with the linked portal's door
|
||||
- Adjust door swing direction and speed in the inspector
|
||||
|
||||
#### Creating Portal Rooms
|
||||
|
||||
Rooms loaded through portals should follow this structure:
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||||
|
||||
```
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||||
RoomPrefab
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||||
├── Environment (walls, floor, props)
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||||
├── Portal (the exit portal back)
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||||
│ └── Configure to link back to original portal
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||||
└── Lighting (optional)
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```
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||||
Best practices for room prefabs:
|
||||
- Position the portal at a logical exit point
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||||
- Include nav mesh for AI (if needed)
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||||
- Keep the room self-contained (all required objects inside)
|
||||
- Use relative positioning (portal spawn point defines world position)
|
||||
|
||||
#### Portal Settings Explained
|
||||
|
||||
**Main Settings**
|
||||
- **Portal ID**: Unique identifier for this portal (used for dynamic linking)
|
||||
- **Linked Portal**: Direct reference to the connected portal
|
||||
- **Screen**: The mesh renderer that displays the portal view
|
||||
- **Recursion Limit**: How many nested portal views to render (3 is usually enough)
|
||||
|
||||
**Advanced Settings**
|
||||
- **Near Clip Offset**: Distance from portal plane for camera near clip (prevents z-fighting)
|
||||
- **Near Clip Limit**: Minimum near clip distance (prevents rendering issues)
|
||||
- **Transition Distance**: Distance from portal to start teleportation check
|
||||
- **Load Room Distance**: How far ahead of the portal to spawn the room
|
||||
|
||||
**Room Loading**
|
||||
- **Room Prefab To Load**: The room prefab to instantiate
|
||||
- **Room Spawn Point**: Where to spawn it (uses portal forward direction)
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- **Linked Portal Path**: Hierarchy path to find the portal in the spawned room
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||||
- **Linked Portal ID**: Alternative ID-based linking
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|
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#### Common Portal Scenarios
|
||||
|
||||
**Two-Way Portal Between Rooms**
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||||
1. Create Portal A in Room A
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||||
2. Create Portal B in Room B (make it a prefab)
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||||
3. Set Portal A to load Room B prefab
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||||
4. Portal B will auto-link to Portal A when Room B spawns
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||||
|
||||
**One-Way Portal (no return)**
|
||||
- Don't assign a room prefab or linked portal
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||||
- Portal only renders, doesn't teleport
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||||
- Useful for windows or vistas
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||||
|
||||
**Portal Chain (A → B → C)**
|
||||
- Each room prefab contains a portal to the next room
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||||
- Last room can portal back to start or end the chain
|
||||
|
||||
---
|
||||
|
||||
### Dialogue System
|
||||
|
||||
The dialogue system uses a node-based structure where conversations are built from linked `DialogueNode` assets. Players interact with choices by looking at them (gaze-based selection).
|
||||
|
||||
#### Architecture
|
||||
|
||||
**DialogueConversation** (ScriptableObject)
|
||||
- Container for a complete conversation
|
||||
- References the first DialogueNode to start from
|
||||
- Can contain metadata like conversation name/description
|
||||
|
||||
**DialogueNode** (ScriptableObject)
|
||||
- Single piece of dialogue with text and choices
|
||||
- Contains:
|
||||
- Dialogue text (what the NPC/narrator says)
|
||||
- List of choices (what the player can respond with)
|
||||
- Each choice has text and a reference to the next node
|
||||
- Auto-close settings for end nodes
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||||
|
||||
**DialogueChoiceData** (Serializable Class)
|
||||
- Embedded in DialogueNode
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||||
- Contains choice button text
|
||||
- Direct reference to next DialogueNode
|
||||
- Optional condition for advanced filtering
|
||||
|
||||
#### Flow
|
||||
|
||||
```
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||||
Player interacts with trigger
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||||
↓
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||||
DialogueManager.StartConversation()
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||||
↓
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||||
Show current node's dialogue text
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||||
↓
|
||||
Spawn floating choice buttons (if any)
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||||
↓
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||||
DialogueFocusSystem.Update() (raycasts for player gaze)
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||||
↓
|
||||
ChoiceFocusHandler.ApplyFocusFeedback() (visual feedback)
|
||||
↓
|
||||
Player focuses on choice for required time
|
||||
↓
|
||||
DialogueManager.GoToNextNode()
|
||||
↓
|
||||
Repeat or end
|
||||
```
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||||
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||||
#### Quick Setup: Using the DialogueTrigger Prefab
|
||||
|
||||
The fastest way to add dialogue is using the pre-made `DialogueTrigger.prefab`:
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||||
|
||||
1. **Create Your Conversation**
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||||
- Right-click in Project → Create → Unheimlich → Dialogue → Dialogue Conversation
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||||
- Name it (e.g., `CONV_WelcomeMessage`)
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||||
- Select the conversation asset in the inspector
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||||
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||||
2. **Use the Conversation Editor**
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||||
- The custom editor provides an intuitive interface for building conversations
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||||
- Click **"Create New Dialogue Node"** button to add nodes directly
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||||
- New nodes are automatically created in the same folder as the conversation
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||||
- Nodes are automatically added to the conversation's node list
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||||
- The editor shows conversation overview (total nodes, starting node)
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||||
|
||||
3. **Build Dialogue Nodes**
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||||
- Select a node asset to edit it
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||||
- The custom node editor provides:
|
||||
- **Node Content**: Dialogue text and localization key
|
||||
- **Choices**: List of player choices with next node references
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||||
- **Add Choice** button for quick choice creation
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||||
- **Clear All Choices** to reset a node
|
||||
- For end nodes (no choices):
|
||||
- Set auto-close delay (0 = manual close)
|
||||
- The editor will show "end of conversation" status
|
||||
- Warnings appear if choices are missing next node references
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4. **Connect the Flow**
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||||
- Drag node assets into choice "Next Node" fields
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||||
- The first node in the conversation list is the starting point
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- Use descriptive node names (e.g., `Greeting`, `Quest_Accept`, `Goodbye`)
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||||
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||||
5. **Add Trigger to Scene**
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||||
- Drag `DialogueTrigger.prefab` into your scene
|
||||
- Position it where you want dialogue to trigger
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||||
- Assign your conversation to the trigger component
|
||||
- Configure trigger type (zone, interact, or NPC)
|
||||
|
||||
#### Dialogue Editor Features
|
||||
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||||
The custom editors significantly speed up dialogue creation:
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||||
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**Conversation Editor (DialogueConversation)**
|
||||
- One-click node creation with automatic naming
|
||||
- Nodes created in the same folder as the conversation
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||||
- Conversation overview with node count and starting node
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- Visual feedback for speaker setup
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|
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**Node Editor (DialogueNode)**
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- Streamlined choice management (add, remove, clear all)
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||||
- Visual warnings for invalid node configuration
|
||||
- End node detection with auto-close settings
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- Localization field support
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||||
- Help boxes explain node behavior
|
||||
|
||||
**Best Workflow**
|
||||
1. Create the conversation asset
|
||||
2. Use "Create New Dialogue Node" to build your flow
|
||||
3. Edit each node's content and choices
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||||
4. Link nodes by dragging references
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||||
5. Test in play mode
|
||||
6. Iterate based on playthrough
|
||||
|
||||
#### Creating Custom Dialogue Triggers
|
||||
|
||||
If you need more control, you can create triggers from scratch:
|
||||
|
||||
**Option 1: Zone Trigger (Automatic)**
|
||||
```csharp
|
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// Add DialogueTriggerZone component to a GameObject with a trigger collider
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||||
// Assign your DialogueConversation asset
|
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// Dialogue starts when player enters the zone
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||||
```
|
||||
|
||||
**Option 2: Interaction Trigger (Manual)**
|
||||
```csharp
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// Add NPCDialogueTrigger component to an NPC GameObject
|
||||
// Make sure NPC has the "Interactable" layer
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||||
// Player presses E to start dialogue
|
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```
|
||||
|
||||
**Option 3: Scripted Trigger (Code)**
|
||||
```csharp
|
||||
DialogueManager.Instance.StartConversation(
|
||||
myConversation, // Your DialogueConversation asset
|
||||
anchorTransform, // Where to spawn choices (NPC head, trigger position)
|
||||
animationSettings, // Optional: DialogueAnimationSettings preset
|
||||
customUI, // Optional: Use specific DialogueUI instance
|
||||
ownerObject // Optional: Track which object owns this dialogue
|
||||
);
|
||||
```
|
||||
|
||||
#### Dialogue Node Best Practices
|
||||
|
||||
**Text Guidelines**
|
||||
- Keep dialogue text under 200 characters for readability
|
||||
- Use line breaks for longer dialogue
|
||||
- Choice text should be 1-10 words maximum
|
||||
|
||||
**Node Structure**
|
||||
- Use descriptive node names (e.g., "GreetPlayer_Friendly")
|
||||
- End nodes should have no choices or set NextNode to null
|
||||
- Branching nodes should have 2-4 choices maximum
|
||||
|
||||
**Auto-Close Settings**
|
||||
- End nodes can auto-close after a delay
|
||||
- Set `AutoCloseDelay` to 0 for manual close (requires player to walk away or press ESC)
|
||||
- Set to 3-5 seconds for automatic closure
|
||||
|
||||
**Localization**
|
||||
- Use the `ChoiceTextLocalizationKey` field for localized text
|
||||
- Leave empty if not using localization
|
||||
- The system falls back to `ChoiceText` if no key is provided
|
||||
|
||||
#### Animation Presets
|
||||
|
||||
Dialogue animations control how choice buttons appear and behave. Create presets for consistency:
|
||||
|
||||
1. Right-click → Create → Unheimlich → Animation → Dialogue Animation Settings
|
||||
2. Configure:
|
||||
- **Spawn Mode**: How choices are positioned (circle, player-facing, etc.)
|
||||
- **Rotation**: Axis and speed of floating rotation
|
||||
- **Distance Scaling**: Scale choices based on distance
|
||||
- **Floating**: Gentle up/down motion
|
||||
- **Player Follow**: Choices follow player position/rotation
|
||||
|
||||
3. Assign preset to:
|
||||
- Specific triggers (overrides default)
|
||||
- NPCs (for character-specific style)
|
||||
- Zones (for location-specific feel)
|
||||
|
||||
For object descriptions (inspectable items), create separate presets:
|
||||
- Right-click → Create → Unheimlich → Animation → Object Description Settings
|
||||
- Configure spawn pattern and floating word behavior
|
||||
|
||||
#### Common Dialogue Patterns
|
||||
|
||||
**Simple Linear Dialogue**
|
||||
```
|
||||
Node: "Welcome"
|
||||
└── Choice: "Thanks" → Node: "Goodbye" → null
|
||||
```
|
||||
|
||||
**Branching Dialogue**
|
||||
```
|
||||
Node: "What brings you here?"
|
||||
├── Choice: "Just exploring" → Node: "Casual_Response"
|
||||
├── Choice: "I'm looking for someone" → Node: "Quest_Response"
|
||||
└── Choice: "None of your business" → Node: "Rude_Response"
|
||||
```
|
||||
|
||||
**Loop Back Pattern**
|
||||
```
|
||||
Node: "Ask_Questions"
|
||||
├── Choice: "Tell me about yourself" → Node: "About_Me" → back to "Ask_Questions"
|
||||
├── Choice: "What's this place?" → Node: "About_Place" → back to "Ask_Questions"
|
||||
└── Choice: "Goodbye" → null
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Player System
|
||||
|
||||
The player uses Unity's New Input System with a first-person controller.
|
||||
|
||||
#### Components
|
||||
|
||||
**Player.cs**
|
||||
- Singleton access point
|
||||
- Manages player state
|
||||
- Provides transform reference for other systems
|
||||
|
||||
**PlayerMovement.cs**
|
||||
- Character Controller-based movement
|
||||
- Walking, running, jumping
|
||||
- Ground detection
|
||||
- Slope handling
|
||||
|
||||
**PlayerLook.cs**
|
||||
- Mouse-based camera control
|
||||
- Aim lock during dialogue (optional)
|
||||
- Sensitivity settings
|
||||
- Smooth rotation
|
||||
|
||||
**InteractionHandler.cs**
|
||||
- Raycast-based interaction detection
|
||||
- Highlights interactable objects
|
||||
- Triggers interaction on key press
|
||||
- Displays interaction prompts
|
||||
|
||||
#### Input Actions
|
||||
|
||||
Defined in `InputActions` asset:
|
||||
- **Move**: WASD / Left Stick
|
||||
- **Look**: Mouse / Right Stick
|
||||
- **Jump**: Space / South Button (A/X)
|
||||
- **Interact**: E / West Button (X/Square)
|
||||
- **Run**: Left Shift / Left Stick Click
|
||||
- **Pause**: ESC / Start Button
|
||||
|
||||
---
|
||||
|
||||
### Interaction System
|
||||
|
||||
Objects can be made interactable by implementing the `IInteractable` interface:
|
||||
|
||||
```csharp
|
||||
public interface IInteractable
|
||||
{
|
||||
void Interact(GameObject interactor);
|
||||
string GetInteractionPrompt();
|
||||
}
|
||||
```
|
||||
|
||||
#### Built-in Interactables
|
||||
|
||||
**DoorInteractable**
|
||||
- Opens/closes with animation
|
||||
- Optional locked state
|
||||
- Synchronized portal doors
|
||||
|
||||
**InspectableItem**
|
||||
- Player picks up and examines item
|
||||
- Camera zooms to item
|
||||
- Can merge with object descriptions
|
||||
|
||||
**NPCDialogueTrigger**
|
||||
- Starts dialogue on interaction
|
||||
- Shows interaction prompt
|
||||
- Can be combined with other NPC behaviors
|
||||
|
||||
---
|
||||
|
||||
## Quick Start Guides
|
||||
|
||||
### Adding a Simple Dialogue
|
||||
|
||||
**Using the Dialogue Editor (Recommended):**
|
||||
|
||||
1. Right-click → Create → Unheimlich → Dialogue → Dialogue Conversation
|
||||
2. Select the conversation asset
|
||||
3. Click "Create New Dialogue Node" button in the inspector
|
||||
4. Select the newly created node
|
||||
5. Fill in dialogue text
|
||||
6. Click "Add Choice" button for each player response option
|
||||
7. For each choice, create another node (repeat step 3) and drag it to "Next Node"
|
||||
8. Build your conversation flow by linking nodes
|
||||
9. Drag `DialogueTrigger.prefab` into scene and assign your conversation
|
||||
10. Test in play mode
|
||||
|
||||
**Manual Method (Alternative):**
|
||||
|
||||
1. Create conversation: Right-click → Unheimlich → Dialogue → Dialogue Conversation
|
||||
2. Create first node: Right-click → Unheimlich → Dialogue → Dialogue Node
|
||||
3. Fill node with text and add 1-2 choices
|
||||
4. Create additional nodes for each choice
|
||||
5. Connect choices to next nodes
|
||||
6. Drag `DialogueTrigger.prefab` into scene
|
||||
7. Assign conversation to trigger
|
||||
8. Done - test in play mode
|
||||
|
||||
### Adding a Portal Between Two Rooms
|
||||
|
||||
1. Create two room prefabs with geometry
|
||||
2. Add `PortalWithDoor.prefab` to each room
|
||||
3. In Room A's portal:
|
||||
- Set "Room Prefab To Load" to Room B
|
||||
- Position "Room Spawn Point" appropriately
|
||||
4. In Room B's portal (in the prefab):
|
||||
- Set "Room Prefab To Load" to Room A
|
||||
5. Place Room A in your starting scene
|
||||
6. Test - walking through portal loads Room B
|
||||
|
||||
### Adding an Interactive Door
|
||||
|
||||
1. Add `DoorInteractable` component to door GameObject
|
||||
2. Set pivot point at door hinge
|
||||
3. Configure:
|
||||
- Open angle (90 for standard door)
|
||||
- Animation speed
|
||||
- Lock state (if needed)
|
||||
4. Ensure door is on "Interactable" layer
|
||||
5. Test - press E to open/close
|
||||
|
||||
---
|
||||
|
||||
## Architecture Details
|
||||
|
||||
### Namespaces
|
||||
|
||||
The project uses organized namespaces:
|
||||
|
||||
```
|
||||
Unheimlich.Audio # Audio systems
|
||||
Unheimlich.Data.Dialogues # Dialogue data structures
|
||||
Unheimlich.Gameplay.Environment # Doors, props
|
||||
Unheimlich.Gameplay.Items # Item systems
|
||||
Unheimlich.Gameplay.Player # Player components
|
||||
Unheimlich.Gameplay.Portals # Portal system
|
||||
Unheimlich.Interactions.Core # Base interaction
|
||||
Unheimlich.Interactions.Dialogues # Dialogue triggers
|
||||
Unheimlich.Interactions.FloatingWords # Choice button system
|
||||
Unheimlich.Managers # Singleton managers
|
||||
Unheimlich.UI # UI components
|
||||
Unheimlich.Utility # Helper functions
|
||||
```
|
||||
|
||||
### Manager Systems
|
||||
|
||||
**DialogueManager**
|
||||
- Singleton: `DialogueManager.Instance`
|
||||
- Manages active dialogue state
|
||||
- Coordinates between UI, focus, and data systems
|
||||
- Handles conversation lifecycle
|
||||
|
||||
**PortalRoomManager**
|
||||
- Singleton: `PortalRoomManager.Instance`
|
||||
- Tracks loaded rooms
|
||||
- Distance-based loading/unloading
|
||||
- Room instance pooling
|
||||
|
||||
**Both managers**:
|
||||
- Auto-initialize in scene
|
||||
- Persist only within scene (no DontDestroyOnLoad)
|
||||
- Register/unregister components as needed
|
||||
|
||||
### Audio System
|
||||
|
||||
**PortalAudioProxy**
|
||||
- Creates virtual audio sources for sounds through portals
|
||||
- Projects audio from other side of portal
|
||||
- Maintains spatial positioning
|
||||
- Automatically manages proxy lifecycle
|
||||
|
||||
**Usage**: Attach to portal GameObject - it automatically detects audio sources in loaded rooms and creates proxies.
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Performance
|
||||
|
||||
**Portals**
|
||||
- Limit recursion to 3 levels (more tanks performance)
|
||||
- Use occlusion culling on portal cameras
|
||||
- Don't place portals facing each other at close range
|
||||
- Disable portal rendering when not visible
|
||||
|
||||
**Dialogues**
|
||||
- Keep choice count to 2-4 per node
|
||||
- Use animation presets instead of per-instance settings
|
||||
- Reuse DialogueNodes where possible
|
||||
|
||||
**Room Loading**
|
||||
- Keep room prefabs optimized (low poly)
|
||||
- Use room pooling for frequently visited areas
|
||||
- Set appropriate load/unload distances
|
||||
|
||||
### Organization
|
||||
|
||||
**Dialogue Assets**
|
||||
- Group conversations by character or location in folders
|
||||
- Use prefixes: `CONV_` for conversations, `NODE_` for individual nodes
|
||||
- Name nodes descriptively (e.g., `NODE_Shopkeeper_Greeting`)
|
||||
|
||||
**Prefabs**
|
||||
- Keep room prefabs self-contained
|
||||
- Use variants for different states (open/closed doors, etc.)
|
||||
- Nest prefabs (NPC prefab inside Room prefab)
|
||||
|
||||
**Scenes**
|
||||
- One main scene with essentials (Player, Managers, UI)
|
||||
- Room prefabs for everything else
|
||||
- Use Scene references for cross-scene data
|
||||
|
||||
### Dialogue Design
|
||||
|
||||
**Structure**
|
||||
- Start simple: linear dialogue for testing
|
||||
- Add branches after core flow works
|
||||
- End nodes should have clear outcomes
|
||||
- Avoid dead-ends (always provide exit choice)
|
||||
|
||||
**Usability**
|
||||
- Choice text must be clear and concise
|
||||
- Don't put more than 5 choices on one node
|
||||
- Position choice anchors carefully (near speaker's head)
|
||||
- Test all dialogue paths
|
||||
|
||||
### Portal Setup
|
||||
|
||||
**Linking**
|
||||
- Use direct references when possible (simpler debugging)
|
||||
- Use ID-based linking for dynamic scenarios
|
||||
- Always set a room spawn point (never rely on default position)
|
||||
- Test both directions of portal travel
|
||||
|
||||
**Visuals**
|
||||
- Position portal screen mesh to align with doorway
|
||||
- Match portal door to environment art style
|
||||
- Add particle effects or audio cues for activated portals
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Dialogue Issues
|
||||
|
||||
**Choices don't appear**
|
||||
- Check DialogueNode has choices assigned
|
||||
- Verify NextNode references aren't null (unless it's an end node)
|
||||
- Ensure ChoiceText is filled in
|
||||
- Check DialogueManager exists in scene
|
||||
|
||||
**Can't select choices with gaze**
|
||||
- Verify DialogueFocusSystem is active
|
||||
- Check choice anchor is positioned correctly
|
||||
- Ensure player camera is tagged "MainCamera"
|
||||
- Lower focus time requirement for testing
|
||||
|
||||
**Dialogue doesn't start**
|
||||
- Confirm conversation asset has a valid first node
|
||||
- Check trigger collider is set to "Trigger"
|
||||
- Verify player is on correct layer for detection
|
||||
- Look for errors in Console
|
||||
|
||||
### Portal Issues
|
||||
|
||||
**Portal shows black/nothing**
|
||||
- Check linked portal reference is set
|
||||
- Ensure portal camera exists (auto-created on Awake)
|
||||
- Verify render texture is created
|
||||
- Check both portals have screen mesh assigned
|
||||
|
||||
**Teleportation doesn't work**
|
||||
- Confirm object has PortalTraveller component
|
||||
- Check portal collider is set to "Trigger"
|
||||
- Verify linked portal exists and is active
|
||||
- Ensure portals aren't too close to each other
|
||||
|
||||
**Room doesn't load**
|
||||
- Confirm PortalRoomManager exists in scene
|
||||
- Check room prefab assignment
|
||||
- Verify load distance settings
|
||||
- Look for errors during room instantiation
|
||||
- Ensure linked portal path in room is correct
|
||||
|
||||
**Performance issues with portals**
|
||||
- Lower recursion limit (try 1-2)
|
||||
- Reduce portal camera far clip plane
|
||||
- Simplify room geometry
|
||||
- Check for multiple portals rendering same view
|
||||
|
||||
### General Issues
|
||||
|
||||
**Input not working**
|
||||
- Verify Input System package is installed
|
||||
- Check InputActions asset is assigned to player
|
||||
- Ensure input actions are enabled
|
||||
- Try reimporting InputActions asset
|
||||
|
||||
**Objects not interactable**
|
||||
- Confirm object has "Interactable" layer
|
||||
- Check InteractionHandler raycast layer mask
|
||||
- Verify IInteractable interface is implemented
|
||||
- Ensure collider exists on object
|
||||
|
||||
**Audio not playing through portals**
|
||||
- Add PortalAudioProxy to portal GameObject
|
||||
- Check audio sources are in loaded room
|
||||
- Verify audio settings (3D sound, spatial blend)
|
||||
- Check PortalRoomManager is loading rooms
|
||||
|
||||
---
|
||||
|
||||
## Additional Resources
|
||||
|
||||
For more detailed examples and patterns, see:
|
||||
- `/Pages/Guide - Nouveau Système de Dialogue.md` - Dialogue system deep dive
|
||||
- `/Pages/Tutorial - Créer un dialogue en 2 minutes.md` - Quick dialogue tutorial
|
||||
- `/Pages/Exemples - Structures de Dialogue Avancées.md` - Advanced dialogue patterns
|
||||
|
||||
For implementation details:
|
||||
- Check inline code comments in manager scripts
|
||||
- Review prefab configurations for reference setups
|
||||
- Examine existing dialogue nodes and conversations in `/Datas/Dialogues`
|
||||
|
||||
---
|
||||
|
||||
**Need Help?**
|
||||
Check console for error messages - most issues will log helpful information.
|
||||
Enable Gizmos in Scene view to see portal connections and trigger volumes.
|
||||
Use the Unity Profiler to diagnose performance issues.
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user