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Re: Using Spine GameObjects as animated portraits

Posted: Mon Apr 13, 2020 3:59 pm
by Tony Li
Hi,
RGV wrote: Mon Apr 13, 2020 3:34 pmJust 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 SpineGraphic object?
This just let me see each one as I set them up.
RGV wrote: Mon Apr 13, 2020 3:34 pmYou may want set SpineGameObjects' sibling index at SpineDialogueActorUI, because right now it's showing above its name, after SetParent() call.
That's a good idea. I'll set them to be just before the portrait name. In your copy of the SpineDialogueActorUI script, just add this to the Show() method:

Code: Select all

if (subtitlePanel.portraitName != null)
{ // Place behind portrait name:
    spineGameObject.transform.SetSiblingIndex(subtitlePanel.portraitName.gameObject.transform.GetSiblingIndex());
}
RGV wrote: Mon Apr 13, 2020 3:34 pmYou may want mirror SpineGraphic objects when they go into a panel in the right side. It's easy just setting x scale sign depending, for example, subtitle panel name.
You can add that to your copy of Show(), too. Some people might not want that.
RGV wrote: Mon Apr 13, 2020 3:34 pm
  • Actors of mine are playing a [S]strange shader-like fade[/S] when showing or hiding, but not yours. I'm still debugging why, and where that animation came from.
    [*t]Actors are hiding (shader-like fade animation included) when they don't talk. Still debugging, as well.
Remove the Animator components from the subtitle panels. They play additional fade animations that you probably don't want.