Re: Player 'Reactive' Barks
Posted: Mon Mar 09, 2020 9:48 am
Hi,
Here's a 3D example:
DS_TDE_BubbleAndPlayerBarkExample_3D_2020-03-09.unitypackage
This is how I set it up:
1. Copied the MinimalCharacter prefab to MinimalCharacter_Barker.
2. Added a Bubble Template Standard Bark UI prefab as a child. Customized its appearance slightly -- made it a little bigger and set the layer to UI so I can exclude the UI layer from post processing bloom effects.
3. Added a Dialogue Actor component. Selected the Player actor. Assigned the Bubble Template Standard Bark UI child to the Bark UI field. Set the Bark UI Offset to 0,0,0.
4. Copied the MinimalSandbox3D scene.
5. Assigned the MinimalCharacter_Barker prefab to the scene's LevelManager.
6. Added a Dialogue System Trigger to the scene. Set it to OnTriggerEnter, use Player, Add Action > Bark (Conversation: Player Barks). Left Barker and Bark Target unassigned.
Here's a 3D example:
DS_TDE_BubbleAndPlayerBarkExample_3D_2020-03-09.unitypackage
This is how I set it up:
1. Copied the MinimalCharacter prefab to MinimalCharacter_Barker.
2. Added a Bubble Template Standard Bark UI prefab as a child. Customized its appearance slightly -- made it a little bigger and set the layer to UI so I can exclude the UI layer from post processing bloom effects.
3. Added a Dialogue Actor component. Selected the Player actor. Assigned the Bubble Template Standard Bark UI child to the Bark UI field. Set the Bark UI Offset to 0,0,0.
4. Copied the MinimalSandbox3D scene.
5. Assigned the MinimalCharacter_Barker prefab to the scene's LevelManager.
6. Added a Dialogue System Trigger to the scene. Set it to OnTriggerEnter, use Player, Add Action > Bark (Conversation: Player Barks). Left Barker and Bark Target unassigned.