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Dialogue System for Unity 2.x - Cutscene Sequences - Part 1: Basics

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this is the first tutorial in a series that covers the dialogue systems cutscene sequences this tutorial covers the basics of cutscenes the second covers camerawork the third covers messages used for timing your commands the fourth covers entry tags and the fifth covers scrubbing editors such as unity timeline cinema director and slate cutscene sequences are specified using text-based commands for three reasons they allow you to write without breaking your flow they're concise and compact and they cleanly import and export from other applications such as artists II draft chat mapper and Excel each node of a conversation lasts as long as its sequence lasts in this node we've used the delay command to make that node last for 3 seconds and this is what it looks like you we can also use a special keyword end which is wrapped in two curly braces this special keyword reflects the length of the dialogue text it's based on the dialogue text and the dialogue managers subtitle carers per second and min subtitle seconds if the dialogue text is 120 characters long and subtitle carers per second is 30 then the value of end will be 120 divided by 30 or 4 seconds the dialogue system ships with a large library of built-in sequencer commands you can also write your own custom commands the list of built-in commands if a dialog entry nodes sequence field is blank it will use the dialog managers

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