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Can't change subtitle colour, and changing cursor hover icon

edited November 2024 in Technical Q&A

Hi Chris, been making a game and doing fairly ok, some WIP footage:

However, I've hit a snag. I can't seem to change the player character's subtitle text colour (even if I add the character prefab back to the scene and change the colour in the game object). I rewatched your 2D Primer video, and it seems like it might be because I'm using URP and the Primer vid uses AC as 'Source' in the Subtitle menu? I looked through the Unity Prefabs, but there's 6 subtitle prefabs and I'm not entirely sure what I should be looking at.

[EDIT] Played around some more and seems like I could change the Source to 'Adventure Creator' without breaking things. I checked 'use speaker text color' and yeh, works as intended. Nice. I thought I'd break something with the 9 verbs or something.

I'm also finding the text a little blurry. What's the best way to sort this out, please? I don't want to do anything too fancy, just be able to change font, size and colour of characters' speech. I wonder if I should have maybe chosen a different pipeline when I started, and not 2D 'Universal Render Pipeline' when starting a scene?

Another thing please - as you can see I'm using the 9 verbs. I also chose to have an 'Animated Cursor' preset when setting up the scene, but I'm thinking maybe it's making it difficult for me to customise things. Eg, I have this big Red Arrow I want the player to see when they hover over an Exit/Door Hotspot (like the 'Exit to Street' icon in the beginning of the 2D Primer vid), but it's not showing up. I'd like to be able to add my own cursors (maybe animated ones), but not entirely sure how.

Also, when the player clicks on an item in their inventory like I do in the vid, the cursor should change to the item and not stay the default animated cursor, and I'd love to know how to do that please? Is it because I've chosen the 'animated cursor' preset that it's locked me out of other things, and am I able to change it back? I think I saw in the AC files, some 9-verb icons, but not sure how to use those.

Thank you.

Comments

  • edited November 2024
    I can’t edit my post anymore but looking through the manual, it seems like I’ll need to use TextMeshPro to get crisper text, so will try learn that. I also got ‘Super Text Mesh’ plugin on a Black Friday special, hopefully going to figure out how to get animated text.

    Still perplexed about how the animated cursor works and if it overrides any subsequent changes I make as I seem to only get the animated cursor for everything, would be grateful for any input here please. I think I’d like to remove the animated cursor presets I loaded in at the start of the project, and keep things more customizable.
  • The animated cursor prefab is assigned at the top of the Cursor Manager - you can return it to the default UI cursor by instead assigning the "CursorUI" prefab inside your game's UI subfolder (the same location as your default UI prefabs).

    If you want to pick apart the way the animated cursor works, you can open up its Animator Controller asset. It uses the parameters listed in the prefab's Unity UI Cursor component to control animation playback.

  • Thank you Chris.
  • edited December 2024

    Hi Chris - another q pls - feedback I'm getting is that peeps aren't digging my 9-verb thing. I love it because it reminds me of games of yore, but modern audiences don't necessarily share my sentiments.
    May I ask how to remove the 9-verb interaction template please? I think I'm going to try a more traditional 'click hotspot then interaction' or try some kind of verb wheel like Monkey Island 3 (if you have any suggestions for doing so, I'd be grateful).

    I tried changing the AC Settings to 'click hotspot then interaction' and fiddling with the Verbs menu, but the 9verbs UI are still showing up in one form or another.

    [EDIT: I tried the New Game Wizard's 'Modify Existing' on a demo project to remove the 9verbs but it didn't seem to work]

  • The NineVerbs template's interface is made up of the Conversation, Subtitles and Verbs menus. Delete these to prevent them from showing.

    The default equivalents of these Menus, as well as Hotspot, Inventory, and InGame, will have been suppressed by the New Game Wizard. If you opted to install the template as part of a new game, they will have been left out of the Menu Manager outright. If you installed the template by modifying an existing game, they'll have been renamed and locked.

    If this was the case, you can bring them back by renaming and unlocking them in the Menu Manager. Otherwise, it's probably easiest to just run the New Game Wizard again, and use the newly-generated Menu Manager asset with your other Managers.

  • edited December 2024

    Hi Chris. Thank you. I had duplicates of those managers, so I tried renaming the old ones and removing the '(Old)' from them to try get the game to pick up the old ones as the default ones (and locked the ones I didn't want and unchecked 'start locked off' on the old ones I wanted), didn't seem to work:

    So I copied the Menu and Cursor managers from the 2D demo assets over to my project and assigned them - it seemed to do the the trick mostly, but the issue I'm having now is conversation options aren't appearing. I can still select them though they're invisible, and I get a preview of the text when mousing over them.
    I wonder if you could please help me return the conversation options to normal, please?

    It's a bit of a Frankenstein solution but it mostly seems to work.

  • Btw I'm going to try the super-nice-and-simple 'context sensitive' interactivity one-button approach. Just seems to be the conversation options that have gone a bit funny, and I seem to have lost the colour of my speaker's text appearing.

  • Turns out for text colour it was just a matter of editing the SubsLineLabel menu in the Subtitles.

    Still a bit stuck with the disappearing conversation dialogue options though :/

  • edited December 2024

    Hi Chris, sorry for the multiple messages, trying my best to figure this out.
    I looked at the 2D Primer Again - my project doesn't have the SubsSpeaker option in the Subtitles menu, maybe this has resulted in the dialogue options disappearing? I do remember that the 9verbs had their own dialogue prefabs, so because that's now gone I'm guessing I need to add another older manager or stop AC trying to look at that old prefab for dialogue options.

    Secondly, I ran the 2D demo again, and saw there's some new Sam & Max-style options for dialogue options. I checked through the Conversations section of the manual but couldn't find anything relating to this. May I ask how this was done please? Been poking around but not able to get to the bottom of it:

  • edited December 2024

    So, I think what's happened is because I copied across the manager from the 2D demo, my game's 'Conversation' menu is trying to make an icon dialogue system like the 2D demo, I noticed the mouse-over text worked horizontally. I might try start a new game in a separate project and figure out how that 'Conversation' menu looks, or try and figure out how you got the icon-system to work in the demo.
    [EDIT: Ok, so adding icons instead of dialogue was simpler than I thought using the 2D demo's 'Conversation' menu heh]

  • Through sheer doggedness (I'm not really a coder) I figured out how to relink the 'ConversationUI' from the UI folder to the UnityUI prefab for the 'Conversations' menu. And I see how selecting the 'Adventure Creator' setting in the Conversations menu leads to the icon-style Sam & Max-type of dialogue options selections.

  • Copied the 2D Demo's UI and have something akin to a Sam & Max-style convo (rough vid included), SUPER stoked that demo was included, had no idea that was possible with AC! Finding the demos so incredibly helpful, thanks.

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