Asker
Create questions or statements with up to four player responses that can send messages.
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PERFORMANCE TIP In multiplayer Experiences, there are two layers of logic that will not communicate with each other: singleplayer [SP] and multiplayer [MP]. For best performance, only apply [MP] behaviours and components to objects that MUST be synchronised to all players (or communicate on that layer), and maximise use of the [SP] (Client Only) layer.
USAGE TIP Allow players to trigger branching game logic through their dialogue-driven choices.
When triggered, the dialogue box for Asker Behaviour appears on the center of the screen no matter where the player is located in an Experience.
Common Uses
Dialogue strings for short conversations, quizzes, etc.
Tips for players using rich text formatting to highlight keywords or hints
Player choice and branching logic
Communications
Input: Multiple messages | Output: One Message based on the player's selected response (optional delay), with four potential options |
Parameters
Options | Details |
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Only once triggered (toggle)
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Speaker Name - the name that will be displayed in the top left when the Question and Answer options appear. | |
Question - Allows 260 characters of text to be entered, which appears in a larger box as a question or statement. This is often useful for an NPC, giving players hints, etc. | |
Delay (slider) - set the number of seconds to delay the Behaviour to activate using a slider or by entering a value. | |
Answer 1, 2, 3, and 4 - Allows 60 characters of text to be entered per Answer, which appear in smaller boxes beneath the Question. | |
A1, A2, A3, and A4 Message Sent - Allows for a specific Message to be sent when a corresponding Answer is selected. Messages can be unique or used multiple times. NOTE Default Messages are already applied and should be customised to trigger unique logic. |
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