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

  1. 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.
  2. Select each BekaCameraRig or BekaCameraTarget component and give it a stable ID; those components register the IDs used by camera nodes.
  3. In a DGS graph, add the appropriate Camera node and enter the same ID. See the camera node field reference.
  4. Save the graph and scene. To review graph issues, show the graph sidebar, open Validate, and click Validate Graph.
Example Output Camera and read-only status only. No scene component is loaded. Open the full manager preview.
Example stable IDs only. Open the full rig and target preview.

Configure an interaction prompt

  1. Select the Interactable component on the target object.
  2. Set Action Label and Object Label, choose Press or Hold, then configure the action source and availability.
  3. 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.
  4. For DGS integration, implement the gameplay handler that responds to the interaction; the Inspector fields alone do not perform game-specific behavior.
Example action and prompt settings; no interaction is executed. Open the full Interactable preview.
Example targeting settings; no scene is queried. Open the full Interactor preview.

Choose a UI theme appearance

  1. 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.
  2. Use the workbench to select the intended appearance pack and review the related preview fields together.
  3. 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.
  4. Save the assets and scene, then inspect the UI in Unity. The browser workbench is a field demonstration only.
Fabricated appearance settings and preview; no project theme is changed. Open the full Themes workbench preview.

Set runtime UI visibility

  1. Select the Dialogue Runtime UI Settings asset used by the scene, or edit the project master through DGS Settings > Runtime UI.
  2. Review visibility switches for speaker, portrait, choices, history, settings, and language controls.
  3. 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.
Example visibility configuration only. Open the full settings Inspector preview.

Prepare localized text

  1. Create or select a Dialog Localization Table and confirm its source locale matches the authored source text.
  2. Add each required locale and provide translated strings keyed to the source dialogue lines.
  3. 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.
  4. Keep the settings asset at Resources/DialogSettingsSO/DialogLocalizationRuntimeSettings for the built-in runtime loader, or assign it to the scene’s Dialog Runtime Language Controller. Save the assets.
Example table values; no translations are generated or stored. Open the full localization table preview.
Example locale settings. Open the full locale settings preview.

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.