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UI Design

Dialogue history and subtitle readability guide

A practical guide to subtitle length, speaker clarity, and dialogue history design that helps players follow story scenes without friction.

公開日: 2026-07-04#Subtitles#Dialogue History#Story UI#Beginner

Quick Start

Start with a tiny working version

In story-heavy games, subtitles and dialogue history are not cosmetic extras. They are part of the core comprehension layer.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

DialogueSubtitleTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float lineIndex = 1f;
    [SerializeField] private float visibleSeconds = 2f;
    [SerializeField] private float historyCount = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

DialogueSubtitleTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "字幕を表示" : step == 1 ? "履歴に保存" : "読み返しを開く";
        if (statusText != null)
        {
            statusText.text = $"{label}\nlineIndex={lineIndex:0.##}\nvisibleSeconds={visibleSeconds:0.##}\nhistoryCount={historyCount:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

DialogueSubtitleTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nlineIndex={lineIndex:0.##}\nvisibleSeconds={visibleSeconds:0.##}\nhistoryCount={historyCount:0.##}";
        }
        Debug.Log($"会話履歴と字幕: {label}");

Complete script

DialogueSubtitleTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class DialogueSubtitleTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float lineIndex = 1f;
    [SerializeField] private float visibleSeconds = 2f;
    [SerializeField] private float historyCount = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "字幕を表示" : step == 1 ? "履歴に保存" : "読み返しを開く";
        if (statusText != null)
        {
            statusText.text = $"{label}\nlineIndex={lineIndex:0.##}\nvisibleSeconds={visibleSeconds:0.##}\nhistoryCount={historyCount:0.##}";
        }
        Debug.Log($"会話履歴と字幕: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A practical guide to subtitle length, speaker clarity, and dialogue history design that helps players follow story scenes without friction.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.