An update on this: I think I managed to solve this with a workaround. I added an extra empty frame in the phoneme inspector, even though I technically shouldn't. So, I got a 4 frame lip animation, but in the phoneme inspector I have 5 frames (0, 1, …
Well after trial and error I managed to solve it. If anyone has this kind of "floating face" problem, first double check that all objects in the scene are in the order they are supposed to be, then check the values and placement of the sor…
* The weird thing is that during animation, nothing other than the mouth sprite changes, not its Order in Layer nor its Z-position. I paused and checked the inspector: no difference.
* The only property affected by the talking animation is the sprit…
An update: I thought I found the solution and divided the animations in base and head (mouth) layers in the animator window, and I also made sure to have a weight of 1 in the head layer.
I have the sorting map enabled and set to:
-Follow default sor…
Hi Chris, I am bumping this thread to see if there was an implementation of this. I am pretty much looking for the same behaviour: a Journal that adds sentences to its pages one by one (in new lines). Thanks in advance!
Sorry Chris, I got tied up with work this past week and didn't get a chance to go back to this. (Now it looks like with the coronavirus situation I will be out of work for a while, so more time for my game!). I wanted to try the code but it's no lo…
Hi Chris, I'm just bumping this from the other thread. This is the solution that somehow is no longer working after fixing the other issue with combining items
(You advised me to create an eventsystem prefab with a OptionalMouseInputModule componen…
Thank you, Chris. It did work. Though it seems it "undid" a solution for another issue I had which you assisted me with (It was when I tapped on a hotspot and coincidentally a verb showed up at that same spot, it would read as if I was hov…
Sorry, I just realized what a silly suggestion this is and now I can't delete the post. I was basically describing an actual use interaction that I can create for a hotspot. I guess I spent too much time working on my game today and I burned out! so…
just to clarify, I tried passing hotspots to unhandled give and use in the inventory manager, as well as unhandled use in the cursor manager, just to see if I could pass a hotspot at all.
I used the demo's unhandled use (I disabled the tree's use…
A little update. Just to make sure and replicate it I went ahead and tried it on the 2d demo. I check pass hotspot as GameObject parameter, I add a tag to the hotspot and then on the unhandled use interaction I use a check making sure the parameter …