You can do this by assigning a Sprite Asset in the "TextMeshPro - Text" component of the ChatLogUI's Content object, which is the field that displays the log's text.
Have this asset include your various portrait graphics, with a fixed naming convention of "Portrait_(Character name)", e.g. Portrait_Player, Portrait_Steve etc.
To then insert these sprites to the front of any speech line, open up the template's ChatLog script and find the following arond line 461:
You can adjust the Sprite's "Pixels Per Unit" setting to control its size.
For position, you may have luck with adjusting the sprite's border and pivot point in the Sprite Editor, but I'm not 100% sure how TextMesh Pro reacts to such settings when inserted into a Text box.
You can, however, adjust the line-change above with some padding or a line-break if needed, i.e.:
Comments
You can do this by assigning a Sprite Asset in the "TextMeshPro - Text" component of the ChatLogUI's Content object, which is the field that displays the log's text.
Have this asset include your various portrait graphics, with a fixed naming convention of "Portrait_(Character name)", e.g. Portrait_Player, Portrait_Steve etc.
To then insert these sprites to the front of any speech line, open up the template's ChatLog script and find the following arond line 461:
Just above it, copy/paste:
thank you! Can I manipulate the size and position of the sprite?
You can adjust the Sprite's "Pixels Per Unit" setting to control its size.
For position, you may have luck with adjusting the sprite's border and pivot point in the Sprite Editor, but I'm not 100% sure how TextMesh Pro reacts to such settings when inserted into a Text box.
You can, however, adjust the line-change above with some padding or a line-break if needed, i.e.: