Character display settings.
For each character, the top entry is the default display pattern.
|Data item name||Description||Handling process when empty|
|CharacterName||Character name managed by Utage||If empty, it uses the same character name as the previous row. Must always input a value in the top entry.|
|NameText||Character name to actually display on screen. CharacterName uses development codes such as “Player” or “Main Character,” whereas NameText allows you to manage in one go all the character names to be actually displayed on screen. You can also use them in text tags such as <param=player_name>, so you can enter the name of a main character during the game.||If empty, it uses the same NameText as the previous row. For characters that have all empty values, it displays the CharacterName directly onto the screen.|
|Pattern||Name of the expression pattern, such as a display or pose. For each character, the top entry is the default display pattern.||This entry is required if you want to make the character have multiple patterns. Can be left empty if a character only has one display pattern.|
|Pivot||Setting for the image’s center position (center position)
|If empty or blank, it is set to the center (equivalent to x=0.5f y=0.5f).|
|Scale||Display magnification. If you want to set different magnifications for x and y, you can set it as “x=1.5 y=0.5”||If empty, it is set to 1.|
|Conditional||Conditional expression for display. Used when you want to change the display even for the same character name and pattern name, for example to set a different gender or clothing. You set a conditional expression for display by using the variables set in the Param sheet.||If empty, it is displayed when no other conditional expressions are fulfilled.|
|FileName||The path of the file to be used. The relative path below the Character folder. If the extension is omitted, it automatically reads in a png file.||Input required|
|FileType||Specifies the file type. Used when you want to display images that are other than 2D. The basic functionality supports only 2D and 3D. You can display 3D images as long you are using Unity’s prefab images, so please feel free to use them.
Reference: 3D display
If you have created other extensions such as Live2D, you need to set them by yourself.
Reference: Try using Live2D with Utage
|If empty, it is set to 2D.|
Pivots are used when you want to set an image’s center position to somewhere other than the center.
The center position is affected by its position, rotation, and enlargement.
For example, when displaying a character image with a different image height, if you set the center position as “bottom,” the characters are displayed by aligning them at the bottom, allowing you to neatly display character images of different heights, etc.
The pivot value is set to x=0 for the right of the image, x=1.0 for the left, y=0 for the top, and 1.0 for the bottom.
To set the value, you can choose from the following patterns:
|TopLeft||Top left||x=0 y=1|
|TopRight||Top right||x=1 y=1|
|BottomLeft||Bottom left||x=0 y=0|
|BottomRight||Bottom right||x=1 y=0|
Alternatively, you can also set the direct coordinates. You can also specify values that go beyond the 0 to 1 range.
Example: x=1 y=-0.5