Is there an easy way to connect multiple systems for a cutscene?

Is there an animation tree like dialogue system where I can hook different events like animations, sound effects and text, or is there a tutorial I could find to do the same thing? I’ve been working really hard to make a dialogue system for a top-down 2-D RPG with scriptable objects, but I’m really stumped on how to connect my dialogue system with animations or sounds without making it always there for every single scriptable object(example: if I add a starting sound field to dialogue, now every single dialogue has the empty string, even though I wanted it for maybe 3 conversations).
Again I’m pretty new at Unity so I’m sorry if this question is dumb or confusing.

An example cutscene would be:
[player walks into trigger]
Cutscene start
[Door open]
[player turns around]
[NPC walks up to them]
“Hello Player, How are you?”
[Path 1:Good]
“I’m good!”
“That’s good to hear. Here, have this!”
[Gain item]
[Path 2:Bad]
“Could be better”
“That’s sad to hear. Here, have this, maybe it will cheer you up.”
[Gain item]
[Paths merge]
“Well I’ve got to go!”
[NPC walks off screen]
[Door closing sound plays]
[End cutscene]

For clarification I’m not asking HOW to do these things, I’m just asking how can I store the data effectively so my scripts know WHAT to do to combine the events. Whether it’s scriptable objects or a tree doesn’t matter to me.

I’m not sure I understand, but using Timeline and setting up your cutscene with that and cinemachine if you need some camera controls should work fine. You can setup everything you need in the order you want in a timeline, which you can just play when needed.

I’ll investigate that I guess, thanks!

I guess a way of saying it is:
What system can I use to combine multiple elements like rpg dialogue, character movement and sound effects into one system?
Timeline seems to be the way, I’ll just need to research it more(specifically pausing it until the player reads the dialogue and presses Z). Thanks!

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