I do have another question though please. While I'm pleased I managed to get this working, I'm having trouble getting the UI Prefab text to display properly over the characters' heads. I watched again the 2D Primer video on YouTube, and around 1h31min it seems like there should be no issues doing this, but for some reason I can't get this to work. I do have position set to above player's head in the menu settings, but text always seems to appear wherever I set the text to appear in the prefab.Actually it looks like it is maybe appearing above Brain's head only?
Or, maybe both the bird and Brain's text are appearing above Brain's head?
For what it's worth, I was able to get things working a little better to get dialogue above the characters' heads by making a PreFab of the 'Panel' inside the SubtitlesUI Prefab, and making that the RectTransform in the Dialogue Menu, but I'm preeeeetty sure that's not what I'm supposed to be doing heh. Also not sure how to then offset the text higher up so it doesn't cover the heads.
In addition, I also tried making a marker for setting the Player and NPC's 'Speech Menu Placement Child' but it's not seeming to pick it up. The 'Speech Menu Placement Child' does seem to work with a marker when Adventure Creator is set as source, though.
Getting a Unity UI-based Menu to be re-positionable is a case of assigning a RectTransform boundary, yes. AC will set the position by adjusting this, so setting it to an immediate child of the Canvas root, but a parent of the visible components, is correct. It doesn't need to be its own prefab, however.
You can adjust the position further by moving the position txtSubtitles upwards. A Speech Menu Placement child should work regardless of the Menu's Source, however - provided the RectTransform boundary has been assigned. Is your placement child a child of the character's sprite child? Test moving it off to the side a ways so that its effect is move prominent.
Comments
Thanks Chris. I asked Kai the creator of Super Text Mesh, and it was just the one extra line that you mentioned above the supertext.Text line in the AC Wiki script, but with a small t instead of big T for supertext.color:
https://itch.io/t/4388798/adventure-creator-how-to-change-colour-of-text-per-character
https://pastebin.com/hGfC9pQx
Thanks!
I do have another question though please. While I'm pleased I managed to get this working, I'm having trouble getting the UI Prefab text to display properly over the characters' heads. I watched again the 2D Primer video on YouTube, and around 1h31min it seems like there should be no issues doing this, but for some reason I can't get this to work. I do have position set to above player's head in the menu settings, but text always seems to appear wherever I set the text to appear in the prefab.Actually it looks like it is maybe appearing above Brain's head only?


Or, maybe both the bird and Brain's text are appearing above Brain's head?
For what it's worth, I was able to get things working a little better to get dialogue above the characters' heads by making a PreFab of the 'Panel' inside the SubtitlesUI Prefab, and making that the RectTransform in the Dialogue Menu, but I'm preeeeetty sure that's not what I'm supposed to be doing heh. Also not sure how to then offset the text higher up so it doesn't cover the heads.

In addition, I also tried making a marker for setting the Player and NPC's 'Speech Menu Placement Child' but it's not seeming to pick it up. The 'Speech Menu Placement Child' does seem to work with a marker when Adventure Creator is set as source, though.
Getting a Unity UI-based Menu to be re-positionable is a case of assigning a RectTransform boundary, yes. AC will set the position by adjusting this, so setting it to an immediate child of the Canvas root, but a parent of the visible components, is correct. It doesn't need to be its own prefab, however.
You can adjust the position further by moving the position txtSubtitles upwards. A Speech Menu Placement child should work regardless of the Menu's Source, however - provided the RectTransform boundary has been assigned. Is your placement child a child of the character's sprite child? Test moving it off to the side a ways so that its effect is move prominent.