This page describes how to set up the Dialogue System with Super Text Mesh. (Super Text Mesh is required.)
USE THESE INSTRUCTIONS: Super Text Mesh Support
NOTE: The Dialogue System now has native Super Text Mesh integration for all UIs. You do not need to follow any of the setup steps on this page. Instead, follow the steps here: Super Text Mesh Support.
To see an example scene after enabling Super Text Mesh integration, you can import the Example folder from the package Third Party Support ► Super Text Mesh Support.
To enable the legacy Super Text Mesh support package, import the package Third Party Support ► Super Text Mesh Support. This will unpack files into the folder Assets ► Pixel Crushers ► Dialogue System ► Third Party Support ► Super Text Mesh Support.
A legacy example scene is in the Example folder.
The Dialogue System's Super Text Mesh integration uses the Standard Dialogue UI system. It provides replacements for the subtitle panel and response menu panel sub-components.
Follow these instructions to set up Super Text Mesh panels:
To set up a bark UI, add a Super Text Mesh Bark UI component to your character or a child GameObject. Or add a Standard Bark UI prefab, replace the Standard Bark UI component with a Super Text Mesh Bark UI, and swap out the UI Text components for Super Text Mesh.
To localize a Super Text Mesh element (such as a "Continue" button), add a Localize Super Text Mesh component to it.
The Localize Super Text Mesh component localizes the element's Text field. You can assign a text table to this component or the Dialogue Manager. The Super Text Mesh component's starting text value serves as the field name to look up in the table.
Note: You do not need to do this for text in your dialogue database. Dialogue databases contain their own localization.
You can use the Dialogue Editor's Language Text Export feature (see Exporting Language Text) to export your content to separate text files for each language. You can then run these files to ensure that your language-specific fonts include all necessary characters.
For more about localization, see Localization.