I am running into a problem utilizing barks.
From what I know, currently barks are set under the Dialogue Actor component, where the Actor is selected from the dropdown menu, and a Bark UI is an assigned Prefab / Object.
My problem is that my game objects with my Dialogue Actors components are not where I want my barks to spawn over. I only really see the option to Offset the Bark around the game object with the Dialogue Actor component.
Is there a way to assign the bark to spawn over a different set game object?
If so, how would something like Bark On Idle / Dialogue System Trigger work with the other gameobject?
I want to keep my Library of Actors separate from the Gameobjects that would be doing the barking.
Spawning Barks over other gameObjects
Re: Spawning Barks over other gameObjects
Hi,
Add the actor's bark UI to the scene, and put it where you want it.
Then point the actor's Dialogue Actor > Bark UI Settings > Custom Bark UI to the bark UI instance that you added. In other words, point it to an instance that's already positioned in the scene, not to a prefab. The instance doesn't have to be a child of the actor's GameObject.
Add the actor's bark UI to the scene, and put it where you want it.
Then point the actor's Dialogue Actor > Bark UI Settings > Custom Bark UI to the bark UI instance that you added. In other words, point it to an instance that's already positioned in the scene, not to a prefab. The instance doesn't have to be a child of the actor's GameObject.
Re: Spawning Barks over other gameObjects
Thanks Tony. This tidbit of info helped me understand how Barks are setup much better.. so this works now!
1 other small question regarding Barks:
Whats the best practice on having Barks self hide? (After a Certain time)
I want to use Barks on Idle, and Barks in Timeline tracks, but so far those Barks stay up when they are first called. I thought the Bark track would behave like an alert Track, but it doesn't hide when it reaches the end of the Clip.
Thanks again for being so quick in response.
1 other small question regarding Barks:
Whats the best practice on having Barks self hide? (After a Certain time)
I want to use Barks on Idle, and Barks in Timeline tracks, but so far those Barks stay up when they are first called. I thought the Bark track would behave like an alert Track, but it doesn't hide when it reaches the end of the Clip.
Thanks again for being so quick in response.
Re: Spawning Barks over other gameObjects
Barks should hide unless you've ticked Wait Until Sequence Ends or Wait For Continue Button.
If neither are ticked, then the bark UI will stay visible for the value of the Duration field. If Duration is zero, it will use the the Dialogue Manager's Bark Settings > Bark Chars Per Second. If Bark Chars Per Second is zero, it will use Subtitle Settings > Subtitle Chars Per Second.
If you've ticked Wait For Continue Button, it will stay visible until it receives an OnContinue message (e.g., from a continue button).
If you've ticked Wait Until Sequence Ends, it will wait until its sequence ends. If the sequence kicks off a Timeline() command without the nowait parameter, it will wait until the timeline is done.
If neither are ticked, then the bark UI will stay visible for the value of the Duration field. If Duration is zero, it will use the the Dialogue Manager's Bark Settings > Bark Chars Per Second. If Bark Chars Per Second is zero, it will use Subtitle Settings > Subtitle Chars Per Second.
If you've ticked Wait For Continue Button, it will stay visible until it receives an OnContinue message (e.g., from a continue button).
If you've ticked Wait Until Sequence Ends, it will wait until its sequence ends. If the sequence kicks off a Timeline() command without the nowait parameter, it will wait until the timeline is done.