[sovled] Neutral dialogue target
Posted: Wed Jun 08, 2022 9:22 pm
Hello. The function of setting a "Conversation Actor" and a "Conversation Conversant " when you start a conversation is interrupting my ability to write cutscenes the way I want to write them. I do not want the script to change the camera position every single time a different character is speaking, I want to be able to control it dynamically in every single instance, and I do not want to have it follow something that is a child of something else (Say, if the two characters talking are riding in a car during a cutscene).
I have solved this *Partially* by setting an empty GameObject in the position where the car is and setting both the Conversation Actor and the Conversation Conversant to be that empty GameObject. However this has the side effect of screwing up the character sprite placement in the Visual Novel layout prefab-- It puts my two main conversation participants on the left of the screen. Whenever I have Name-Field empty narration it seems to take up the right panel.
My question is this:
Is the position of character sprites in the visual novel prefab reliant on the position of the camera relative to the target or the setting of two distinct gameobjects as targets? And if so *how do I disable this and manually control it*? This problem goes away if I set the Actor and Conversant to the models themselves rather than the target but I explicitly *do not want to have to do that* because I dislike the way that makes the asset behave. If I can do that without having it explicitly change the angle of the camera each time a different character speaks, that would be an acceptable solution.
Apologies if my description of the problem is confusing. It's a hard problem to describe.
Thanks,
Elaine
EDIT: Well that's silly. I wrote all this up and solved my problem like ten minutes later by duplicating my CameraTarget null object, having it be in the same place and setting both of them to the two slots. Ain't that the way it always goes, though? I'm going to leave this up in case someone has a better and less roundabout way of solving this, but for now I'm happy. (This was really bugging me, ahahaha.)
I have solved this *Partially* by setting an empty GameObject in the position where the car is and setting both the Conversation Actor and the Conversation Conversant to be that empty GameObject. However this has the side effect of screwing up the character sprite placement in the Visual Novel layout prefab-- It puts my two main conversation participants on the left of the screen. Whenever I have Name-Field empty narration it seems to take up the right panel.
My question is this:
Is the position of character sprites in the visual novel prefab reliant on the position of the camera relative to the target or the setting of two distinct gameobjects as targets? And if so *how do I disable this and manually control it*? This problem goes away if I set the Actor and Conversant to the models themselves rather than the target but I explicitly *do not want to have to do that* because I dislike the way that makes the asset behave. If I can do that without having it explicitly change the angle of the camera each time a different character speaks, that would be an acceptable solution.
Apologies if my description of the problem is confusing. It's a hard problem to describe.
Thanks,
Elaine
EDIT: Well that's silly. I wrote all this up and solved my problem like ten minutes later by duplicating my CameraTarget null object, having it be in the same place and setting both of them to the two slots. Ain't that the way it always goes, though? I'm going to leave this up in case someone has a better and less roundabout way of solving this, but for now I'm happy. (This was really bugging me, ahahaha.)