Running into an odd issue with Barks and am looking for ideas. Here's the problem:
- I'm using barks in a 2D, top-down game.
- I have the Basic Standard Bark UI prefab as a child object to a NPC game object.
- The NPC has a simple Playmaker action that has it walk back and forth and face in the direction it's walking.
- When the Bark is triggered, the Bark UI panel will inherit its rotation and position from the NPC game object, which means the Bark UI panel will be above the NPC when it moves to the right, below the NPC when it moves to the left, and will sometimes overlap the NPC when the NPC is rotating to change direction.
I've looked through the Bark documentation, the game object, and its Panel child object, and I can't see any obvious setting to prevent this behavior.
Ideally, the Bark Panel would be based on the NPC game object's X/Y position and not care at all about its current rotation.
Is there any way to achieve this?
Thanks for the help.
LCN