Hey, with the help of
the tutorial and a few forum posts I have dialog portraits using a prefab view appearing the way I want so that the prefab is shown when a character speaks. The problem I'm having now is once I "show" a portrait via a dialog node, it appears to stick around indefinitely. So when a different character is speaking and I "show" their portrait it renders on top of the previous portrait. Is it possible to clear the portrait after each dialog or hide other portraits when a new one is shown? I feel like there's some functionality I'm missing or misunderstanding. Ultimately I'm looking for
something similar to this. Thanks for your help!
Prefab view portraits are kept alive for some time to reuse, the spawn offset is used to not spawn them at the same place. Make sure it's large enough to not view a previous prefab, e.g. Y=-10 or something like that.
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So each new dialogue should have no prefab view portrait from the previous dialogue around.
Do you get any error/warning in the Unity console?
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http://orkframework.com/tutorial/howto/prefab-view-portraits/
Based on this post it sounds like without that the camera won't clear content from previous renders:
https://answers.unity.com/questions/126214/how-does-clear-flags-on-cameras-work.html
Thanks for your help though. Sorry for taking a while to respond.