Thanks Chris!
Edit: Yes, I am displaying just one option at a time; where the triangular brackets are UI buttons it looks like:
< Ask about X? >
So in the example above I'd like the left shift to take you to Ask about Z? and the right to As…
I have a similar problem with my Map, which is a Unity UI menu, popping up just before the scene change - I had assumed it was akin to the problem other users were experiencing with previous lines of dialogue flashing on screen before a new line is …
In this case I'm using the conversation menus to show the things that the player can ask about - a place, a character, an item etc ... so the menu is styled as coming from the player, in the same way a speech bubble does. That wasn't very clear at a…
The next step in this saga is doing the same with the conversation menu, I'm trying to replicate:
int direction = (menu.speech.GetSpeakingCharacter ().GetSpriteDirectionInt ();
but with getting the direction of the character associated with the ac…
Thanks Chris! I'd found my way to checking the player's direction but this was the line I needed.
We'd like to thank you in the credits for all your help in making our game when it materialises later this year: Is Chris Burton your preferred name f…
The problem I was wrestling with was that the horizontal layout group component I was using to control the resizing bubble wanted the dummy text and the real text to sit next to one another - I used a layout element set to ignore to position the rea…
As far as I can tell this method hinges on my being able to place two dynamically sized text boxes on top of one another, and this doesn't seem to be supported by any of Unity UIs layout options (that do the resizing). I'm currently wondering whethe…
Update: Putting SpeechBubbleDummyText on the "real text" box makes the script behave. I'm using a Horizontal Layout group to resize the bubble, not a content size fitter, and it seems to be that refusing to let the dummy and real text boxe…
It doesn't seem to be! Making the dummy text box visible just results in the placeholder text in the dummy text box being displayed right next to the real text line.
To clarify, the SpeechBubbleDummyText script should be on the dummy text component…
I've plugged this in, and it doesn't seem to be working - I'm wondering if it's to do with Unity UI's parenting priority stuff. My hierarchy looks like:
Canvas (assigned in the dummy text script inspector)
* Panel 1 (max size for the speech bubble…
Hello everyone in this thread - thanks for your help so far!
My predicament is slightly different - what I'm trying to achieve is to have a small mouse over area unlock a much bigger inventory menu, and then mousing off the (bigger) menu close it.
…
A-ha! It works!
It's always something obvious in the end ... For anyone following along in this thread, somehow the _direction on my animations was not present in the animator window (even though the animation clips do have the directions in them),…
The animator window, hierarchy and inspector for the character and sprite child are here:
https://imgur.com/a/d6PDqDv
That extra set of eyes most appreciated!
Thanks Chris - I'm going to check everything over once more, but right now I have no idea why I'm getting the "cannot play animation" error.
Am I correct in saying that AC should handle switching an NPC from idle to walk when (for exampl…
Solved it!
As seems to be rather common for this kind of thing, it was simple but felt tangential to the core problem until I stumbled across the solution in the "try everything" phase.
The UI canvas that contained the speech bubbles' re…
I'm having a lot of trouble getting my Unity UI subtitles menu (the aforementioned speech bubbles) to appear where intended: Regardless of the menu's position type or the existence of a speech position child object on the NPC, it always appears at t…
Thanks Chris - I'd suspected it was something like this, but ran into some problems using a UI panel as the RectTransform boundary for AC with a second panel inside for the speech bubble. An empty game object for the RectTransform did the trick, wit…