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Modifying Gabriel Knight asset for accessibility?

edited July 2024 in Technical Q&A

I'm a big fan of the Gabriel Knight asset. I love how it takes over the whole screen, and I love how you just see two character portraits. I think it makes things super-immersive.

But I want to make two changes to it:

  1. I don't love how the text scrolls, or the font. I think it interferes with readability. I'd love to turn off the scrolling and have the text all appear at once, and maybe in a narrower, taller container for easier reading. Where in the asset do I go to control that? I'm assuming it's the GKConversationUI prefab, but I am stumped on the scrolling animation aspect in particuar.

  2. When the conversation ends, the whole thing just disappears. This is a problem for slower readers because they may not have caught the entire thing before the container disappears. Is there a way to make it so that it lingers on the final line of dialogue, and I have to click to exit the scene?

Video demonstrating the issues: https://imgur.com/a/MAkgNzV

Thank you!

Comments

  • Scrolling can be disabled from the Speech Manager - the Scroll speech text? option.

    (Quick note: if you switch your Menu over to use TextMesh Pro, you can check the TMPro 'Typewriter' effect? option for nicer scrolling (no words shifting lines as they reach the end)

    The font, size etc can be adjusted within the GKConversationUI prefab - no need to involve AC here, just Unity's own UI components.

    To have lines of dialogue wait for user input, insert the [wait] token into your speech text. Details on available tokens can be found in the Manual's "Text tokens" chapter.

  • edited July 2024

    Chris, thank you so much for your attention and help, I truly appreciate it. I'm glad to hear that TMPro's Typewriter effect is an option!

    I've gone about implementing the above, but I've run into an issue where I update the GKConversationUI prefab, but when I run my scene, I am still seeing the old fonts and text positioning. Here's a video. It opens with me showing my edited, saved prefab and then running the scene:

    https://imgur.com/a/8cOCktt

    I know I must be missing something very obvious. Can you let me know what I need to do for my prefab changes to reflect in the conversations? Thank you!

  • Check that your Menu relies on the same GKConversationUI prefab as the one you're using - or at all.

    For the prefab to be used, the Menu's Source must be set to Unity Ui Prefab, and the prefab needs to be assigned in the Linked Canvas prefab field. Are both of these the case?

  • edited July 2024

    That was incredibly helpful, I have it working now. I just needed to select Unity UI prefab as the source, as you mentioned. Thank you so much!

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