Non-Sprite Portrait work around?
Posted: Fri Jan 14, 2022 11:50 pm
Hello,
I'm looking for a work-around that will allow my to use gameObjects as portraits as opposed to 'sprites'.
I'm using animated portraits created with Live2D. Basically, it's procedurally animated meshes. I was hoping there was a workaround to be able to automatically associate the animated gameObject (the live2d portraits) with the dialogue system actors.
I'm going to have a separate portrait manager running to be able to change portraits and their displayed animations on the fly (using animator layer weights) and was planning to do it with scene event function calls. I could change/manage the portraits the same way, but having to set a portrait through a scene event for every line in the game would be tedious. I'm hoping there is some pre-existing method that will tell my portrait manager who is speaking and give access to their various actor data.
Thanks!
-SD
I'm looking for a work-around that will allow my to use gameObjects as portraits as opposed to 'sprites'.
I'm using animated portraits created with Live2D. Basically, it's procedurally animated meshes. I was hoping there was a workaround to be able to automatically associate the animated gameObject (the live2d portraits) with the dialogue system actors.
I'm going to have a separate portrait manager running to be able to change portraits and their displayed animations on the fly (using animator layer weights) and was planning to do it with scene event function calls. I could change/manage the portraits the same way, but having to set a portrait through a scene event for every line in the game would be tedious. I'm hoping there is some pre-existing method that will tell my portrait manager who is speaking and give access to their various actor data.
Thanks!
-SD