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Changing player control, different colour for text conversation and talking animation

Hi,
Is it possible to change the way to control the player from first person to point and click in different parts of the game?
Can I put different colour to the text when the different characters are talking?
At the moment I don't want to do lipsync because I don't know how to do it (perhaps in the near future) but I have an animation for talking. How can I use it whenever the character has a text in a conversation?
When I set to put the menu above the player when talking, the menu appears above and the text below. What have I done wrong?
Thanks so much. I think that your program is really nice.

Comments

  • I have already found how to set the colour to each character. It was untick "use character text colour" in the menu settings (subtitles). 
  • edited December 2017
    Is it possible to change the way to control the player from first person to point and click in different parts of the game?

    You can use the Engine: Manage systems Action to change the movement method at runtime.  Be aware, however, that if you want to change the camera then you must do so (using Camera: Switch) after using Engine: Manage systems to change to a non-first person mode.

    Can I put different colour to the text when the different characters are talking?

    Yes - a character's speech colour can be set at the bottom of their Inspector, and can be made use of within your Subtitles Menu by selecting the subtitles label element (SubsLineLabel by default) in the Menu Manager and checking Use character text colour?.

    At the moment I don't want to do lipsync because I don't know how to do it (perhaps in the near future) but I have an animation for talking. How can I use it whenever the character has a text in a conversation?

    That'll depend on your animation engine, but assuming it's Mecanim then you can supply the name of both a head and a mouth animation to play directly within the Dialogue: Play speech Action (and define its Animator layer index in the character's Inspector).  The Speech Manager also contains options for more dynamic lipsyncing, e.g. reading external files - see the "Lip syncing" chapter (10.6) of the Manual for more.

    When I set to put the menu above the player when talking, the menu appears above and the text below. What have I done wrong?

    Sorry, could you rephrase that or provide a screenshot as I don't understand.  What is the Menu's Source field set to?  Bear in mind that if you are playing in First Person, then it might get confusion as to where the player is because he'll likely be behind the camera on a technical level.  You might instead want to leave it's Position as Manual and instead create a dedicated Subtitles Menu just for player speech, which you can do by changing a Subtitle Menu's For speakers of type field.
  • edited December 2017
    Screen shots about the trouble with speech when I set it "above player" in "Menu, conversation, above speaking character" and "Menu, subtitles, above speaking character".

    Screen shoot 1 and 2

    Many thanks for all your answers. You are really fast and helpful.
  • You're welcome.

    That would be because the SubtitlesUI prefab is not set up to be moved like that, but it can be fixed easily.

    Drop the SubtitlesUI prefab into your scene.  You can find a reference to it in your Menu Manager - the "Canvas" field in the Subtitles Menu's list of properties.

    When the Menu is moved, it does so by moving the RectTransform boundary (the "Panel" GameObject in this case).  Expand the SubtitlesUI in the Hierarchy, and drag the "txtSpeaker" and "txtSubtitles" objects onto "Panel" - this will cause them to move with it.  Click "Apply" at the top of the Inspector to update the prefab, and remove the whole SubtitlesUI from the scene.
  • Now it works perfectly. Thanks.
  • Hello,
    This is the way I have changed between "first person" and a "point to click" method. I created a third person with its mesh and mecanim then I pasted a first person camera. This way I have set a character for both methods. At the beginning in a cut scene start I set up the game as a first person game with the mesh rendered not visible that I can make it visible whenever I use another camera for animations and some dialogues. I can also, with any trigger for example, change the engine method to "point and click" and make my mesh rendering visible. Is that totally right? I want to have all ready before I make the whole game.

    I have another trouble. My character jumps but without the right animation. I observed in my animator that whenever I jump my animator boal "OnGround" doesn't change, not even the jump parameter. I set them properly in the character's inspector with the right name. What am I doing wrong?
    Many thanks.
  • I'm not too clear on your first question.  You do indeed change your movement method with the Engine: Manage systems Action, and changing the mesh's visiblity state at the same time would be right.

    The only thing you need to be careful of is to use the Camera: Switch Action after switching to point-and-click movement.

    How your character's IsGrounded bool is set is based on your character's components.  Do they have a Capsule Collider attached?  You'll also need to set the correct layer(s) in the Ground-check layer(s) field in the character's Inspector.
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