Camera, Interaction, and UI Workflows
Connect authored camera and interaction fields to scene components, then configure dialogue appearance and localization. Browser examples show representative fields; they do not run a Unity scene.
Set up camera IDs
- In the Unity scene, select the Camera Controller Manager and assign its Output Camera (it falls back to Camera.main when unset). Its collapsed Live Operation State is read-only; rig and target IDs belong to the registered components.
- Select each BekaCameraRig or BekaCameraTarget component and give it a stable ID; those components register the IDs used by camera nodes.
- In a DGS graph, add the appropriate Camera node and enter the same ID. See the camera node field reference.
- Save the graph and scene. To review graph issues, show the graph sidebar, open Validate, and click Validate Graph.
Configure an interaction prompt
- Select the Interactable component on the target object.
- Set Action Label and Object Label, choose Press or Hold, then configure the action source and availability.
- Set the Interactor’s authored target references and targeting mode. In its Input Ownership section, read the state-source, adapter, and active-binding diagnostics; they are not editable ownership controls. Review the component’s Validation section for its actual checks.
- For DGS integration, implement the gameplay handler that responds to the interaction; the Inspector fields alone do not perform game-specific behavior.
Choose a UI theme appearance
- Open the DGS Settings window and choose UI themes. If that category is not shown because the UI Themes integration is unavailable, use the Inspector route: create or select the catalog with Create > Beka Forge > UI Themes > DGS Theme Catalog, then click Open UI Theme Editor. A scene Dialog UI Manager also exposes Open UI Theme Editor under Appearance & Layout. The direct menu Tools > Beka Forge > Developer > DGS > UI Theme Editor is development-only.
- Use the workbench to select the intended appearance pack and review the related preview fields together.
- Select the scene’s Dialog UI Manager. In Appearance & Layout, enable catalog themes if needed, assign the UI Theme Catalog, and choose the intended appearance and layout. Apply to Live UI previews the selection in Play Mode only.
- Save the assets and scene, then inspect the UI in Unity. The browser workbench is a field demonstration only.
Set runtime UI visibility
- Select the Dialogue Runtime UI Settings asset used by the scene, or edit the project master through DGS Settings > Runtime UI.
- Review visibility switches for speaker, portrait, choices, history, settings, and language controls.
- For a scene-specific override, select its DialogManager and assign the asset to Overrides > Local UI Settings. That local setting takes precedence for the manager.
Prepare localized text
- Create or select a Dialog Localization Table and confirm its source locale matches the authored source text.
- Add each required locale and provide translated strings keyed to the source dialogue lines.
- In Localization Runtime Settings, set Default Locale Code and add the Dialog Localization Table assets to Localization Tables; edit locale display names or player-choice persistence if needed.
- Keep the settings asset at
Resources/DialogSettingsSO/DialogLocalizationRuntimeSettingsfor the built-in runtime loader, or assign it to the scene’s Dialog Runtime Language Controller. Save the assets.
Acceptance boundary: these steps document Unity authoring and setup. They do not establish a rendered camera move, interaction response, localized runtime display, or audio playback. Verify those behaviors in the target Unity scene and build.
For core dialogue, see Creating a Dialog. For authored sound sequences, see Walla and Sound; for contextual exchanges, see Banter.