Dialogue Actor Subtitle Color not working with SMS prefab
Posted: Wed May 11, 2022 7:34 am
I'm having a problem getting the Subtitle Color I apply in my NPC's Dialogue Actor component to display when using the SMS prefab.
My goal is to have a feeling of a group text thread where each participant is identified by a different font color. I added placeholder portrait sprites to test whether changes to the Dialogue Actor component were working in principle, but in the long run I'd like to identify NPCs by color alone.
I think I have everything hooked up ok, or at least it works with these settings when using the WRPG template. I tried fixing it by turning the alpha right down on the Text Color in the NPC Subtitle Text component, but this just made it disappear entirely. I even tried adding an Override Dialogue UI component to the NPC, but couldn't make that work either.
I then tried assigning a different NPC panel to an additional color, and while this kind of worked when editing, it still didn't display at runtime. (Anyway since the Dialogue Actor Subtitle Color is there it would be nice to use it, since it seems a more elegant and scaleable solution.) Am I missing something obvious? Or is the SMS prefab only configured to work with one text color?
Thanks in advance!
My goal is to have a feeling of a group text thread where each participant is identified by a different font color. I added placeholder portrait sprites to test whether changes to the Dialogue Actor component were working in principle, but in the long run I'd like to identify NPCs by color alone.
I think I have everything hooked up ok, or at least it works with these settings when using the WRPG template. I tried fixing it by turning the alpha right down on the Text Color in the NPC Subtitle Text component, but this just made it disappear entirely. I even tried adding an Override Dialogue UI component to the NPC, but couldn't make that work either.
I then tried assigning a different NPC panel to an additional color, and while this kind of worked when editing, it still didn't display at runtime. (Anyway since the Dialogue Actor Subtitle Color is there it would be nice to use it, since it seems a more elegant and scaleable solution.) Am I missing something obvious? Or is the SMS prefab only configured to work with one text color?
Thanks in advance!