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Remove zoom-in on characters

Posted: Mon Sep 08, 2014 10:52 pm
by cygnusprojects
Hi,



When starting a conversation the camera always zooms-in on the speaker. Is there a way to not do that? We are building a top-down game and switching to face zoom-in does revail things the gamer shouldn't see ;-)



We are going for the JRPG look with portraits besides the speaker iso a zoom-in on the speaker.



Any idea on how to achieve this?

Remove zoom-in on characters

Posted: Tue Sep 09, 2014 3:04 am
by Tony Li
Hi,



On the Dialogue Manager object, change Display Settings > Camera Settings > Default Sequence to:



Delay({{end}})



or



None()



The default value ("Camera(default)...") moves the camera to each speaker's default camera angle, as you described. The sequence "Delay({{end}})" simply delays without touching the camera.  And the sequence "None()" goes straight to the player response menu or next line of dialogue (whichever is next).



For your dialogue UI, you'll want to build a UI or use a prefab that has NPC portrait images. Note that you can use animated portrait images, too.

Remove zoom-in on characters

Posted: Tue Sep 09, 2014 6:17 am
by cygnusprojects
Hi,



Thanks again for the tip and tricks. Delay does the job perfect.

Remove zoom-in on characters

Posted: Sun Oct 12, 2014 10:58 pm
by magalter
I have another question: Is there a way to prevent the SequencerCamera from spawning into the scene? It troubles with other cameras and it adds an unnecessary AudioListener.

Remove zoom-in on characters

Posted: Mon Oct 13, 2014 3:05 am
by Tony Li
Hi,



If you don't need a separate camera for sequences, you can leave the Dialogue Manager's Sequencer Camera field unassigned. It will just use the current main camera in this case.



Otherwise, you can leave the Sequencer Camera GameObject (or prefab) inactive.  When the Dialogue System needs to use it, it will instantiate a copy and activate it.

Remove zoom-in on characters

Posted: Wed Oct 22, 2014 11:09 pm
by magalter
And how does it recognize the main camera? When I assign a camera that doesn't do something it will instantiate one camera for every dialogue I start. This isn't very cool because it will fill up the scene with cameras. When I assign no camera it creates only one sequencer camera but that troubles with our scene view and what is way more bad: It has an additional audio listener! So a way to deactivate the whole camera feature would be really nice.

Remove zoom-in on characters

Posted: Thu Oct 23, 2014 2:54 am
by Tony Li
These steps should get it working:



1. Tag your main gameplay camera GameObject and your sequencer camera GameObject as "MainCamera".



2. Deactivate the sequencer camera GameObject.



3. Assign the sequencer camera GameObject to the Dialogue Manager's Sequencer Camera property.







When a conversation starts, the Dialogue System:



1. Deactivates the main gameplay camera GameObject.



2. Instantiates a copy of the sequencer camera GameObject.



3. Activates the sequencer camera GameObject instance and positions it at the same place as the main gameplay camera GameObject.







When the conversation ends, the Dialogue System:



1. Deactivates the sequencer camera GameObject instance.



2. Activates the main gameplay camera GameObject, and positions it at the same place as the sequencer camera GameObject instance.



3. After 1 second, destroys the sequencer camera GameObject instance.







So you won't accumulate multiple sequencer cameras.