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Above Speaking Character menu - is not above head on some npcs

Im trying to get little speech bubbles above characters heads. I see it has come on a lot in this respect and is totally possible now, looks bad ass. Though I have a couple of issues, but currently my most important one is that when using "Above Speaking Character" it works on some characters and not others. Im not exactly sure why but the text doesnt float above most peoples heads (it might be cool if there was a way to set an offset for different characters somehow?).

I have attached 2 screenshots to show what I mean, hopefully someone has some idea. 

Working https://www.dropbox.com/s/u7ctlp9bdvggqke/Snap%202018-07-22%20at%2023.57.03.png?dl=0
not working https://www.dropbox.com/s/78b5kyzmdaxt1zo/Snap%202018-07-22%20at%2023.56.40.png?dl=0

Comments

  • edited July 2018
    My other issue is that if I turn around and am not looking at the NPC, then the speech bubble appears kind of in the middle of the screen. I see as I turn they kind of bunch of in the corner which I assume is the intended behaviour (and is pretty cool because you can still read it as you continue walking). But as I continue to turn why does it then jump to middle of the screen rather than staying in the corner/side ?

    Really loving this feature of the menu system, endless possibilities!!
  • For my first issue I searched forum and found "Speech menu placement child field", what a godly option! Works great!!

    2nd problem im still facing, I should mention im using UFPS too.
  • edited July 2018
    Regarding the first issue (for those revisiting this thread), AC attempts to "guess" the height of a character based on their collider height and local scale.  It may have been that one of the characters was set up differently to the other.

    Regarding the second, I shall attempt a recreation.  Are you using AC or Unity UI to render the menu, and does it occur if you rely on a non-UFPS first-person player, e.g. Tin Pot?  Please also post your Unity/AC version numbers.
  • Im using AC to render it,unity 2018.2 0b9, AC 1.62.6. I paused my game turned off the ufps guy and put in tin pot, I couldnt move him. But I was able to drag him in and out of the trigger, but nothing happened so I was unable to check. Not sure why because he seemed like he was tagged right etc, or maybe the player is assigned at the start of the game and doesnt change? I can try another test if so.

    As for the speech bubble thing, it would be good if there was an option to hide them when their "placement child field" item is offscreen.

    Cheers,
    Gaz
  • Tin Pot should work fine with Triggers etc, but you'll need to restart the scene/game - pausing won't work.  You can place him in the scene Hierarchy itself to have him override the default one spawned in via the Settings Manager.

    Noted, re: hide option.
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