

That scene contains all the dialogue system - It might works as a single scene as well, for example if anyone is testing a dialogue. To add context, we work with one independent scene called Dialogues, which is loaded when a dialogue is to take place.

What the Spine example does is merely have 2 NPC in scene, but a real use case may have dozens of different actors, few of them interacting in one conversation, in concrete positions of the screen. But the subtitle panels' image workflow was pretty easy and out-of-the-box, so we don't fathom how to accomplish the new flow. Subtitle panels' images are now useless, a we need to instantiate Spine GameObject related to characters. It was working but now it's time to implement the new step: animated portraits.Īs I said, we animated actors through Spine, so we have Spine GameObjects we may use to.

There were 4 subtitle panels (two on each side), one image and name panel each one, and also actor GameObjects. We had our system already working before, with static portraits. We watched, downloaded and looked around the Spine example - that one with two space-guardian-looking NPC. We're struggling with Spine animations in order to embed them on DSfU.
