Search found 13 matches
- Mon Apr 13, 2020 3:34 pm
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
I'm updating some comments here after exploring your example and adapt it to my case. Some are questions, but besides I hope some of them could help someone. Just out of curiosity, why there is a canvas as child of any SpineDialogueActor object and, at the same time, acting as parent of the actual S...
- Mon Apr 13, 2020 1:14 am
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Wow, that's absolutely gorgeous!
So elegant solution. I'm looking at the example after my workday.
Thanks so much.
So elegant solution. I'm looking at the example after my workday.
Thanks so much.
- Sun Apr 12, 2020 9:43 am
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Oh, sorry if I'm not clear enough. As I said before, English writing is such a pain to me. :( When I say dialogue design I mean the human way, indeed. A human designer who knows the game script will create the conversation in Dialogue Editor and fill it properly, even Sequence commands or so. Then, ...
- Sun Apr 12, 2020 6:35 am
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
I will write over your suggestions. To do this, I would: Create 4 subtitle panels with portrait images in different positions. We have it. Set their Visibility dropdowns to Always From Start. We have it. Assign them to the Standard Dialogue UI's Subtitle Panels list. We have it. Add a Dialogue Actor...
- Sat Apr 11, 2020 3:00 pm
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Many little things raised up from your suggestion, but I'm just talking about the main ones: Using SetPanel() sequence command is near what we want, but the SpineGameObject isn't showing until he talks for the first time. SetPanel() is ignored from Start node sequence field. Is that a desired and kn...
- Sat Apr 11, 2020 8:51 am
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Aligning actors to subtitle panel working really fine! Thanks for the fast update. UPDATE: I'm editing this post from here, because of misunderstanding. The only problem remaining from the last question is what I remark in the following: The main new problem we're facing is that, now, every actor wh...
- Fri Apr 10, 2020 8:39 am
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
As we improve reaching a complete, working dialogue system with Spine in UnityUI, new doubts raise up. The Dialogue System Extras page has an updated version of the integration package that makes the SpineDialogueActor's Show and Hide methods virtual so you can override them -- for example to progra...
- Tue Apr 07, 2020 11:36 am
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Hi there again! Anyone who has come here finding Spine-DSfU-UnityUI combo interaction: you may interest this. I kinda managed to reach something like that by the following: Actors will act as a portrait replacement, visually, so you can use Spine-portaits, so to speak. Any actor needs a SpineDialogu...
- Sat Apr 04, 2020 3:53 pm
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Ok! I'm trying tomorrow. If I successfully make it work, then I will post here my solution.
- Sat Apr 04, 2020 2:12 pm
- Forum: Dialogue System for Unity
- Topic: Using Spine GameObjects as animated portraits
- Replies: 20
- Views: 2724
Re: Using Spine GameObjects as animated portraits
Oh yes, I'm using Spine Dialogue Actor as the example does. Besides I have downloded the last extras update and now it's integrated on my repository branch. By the way, importing the example it's logging: Broken text PPtr in file(Assets/Pixel Crushers/Dialogue System/Third Party Support/Spine Suppor...