Re: Using Spine GameObjects as animated portraits
Posted: Mon Apr 13, 2020 3:59 pm
Hi,
This just let me see each one as I set them up.
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());
}
You can add that to your copy of Show(), too. Some people might not want that.
Remove the Animator components from the subtitle panels. They play additional fade animations that you probably don't want.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.