![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Search found 17 matches
- Wed Feb 28, 2024 4:31 pm
- Forum: Dialogue System for Unity
- Topic: Prefabs with LocalizeUI components being saved to disk with current language
- Replies: 3
- Views: 173
Re: Prefabs with LocalizeUI components being saved to disk with current language
Yeah, that worked. That was quick, haha
Thanks Tony!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Wed Feb 28, 2024 1:56 pm
- Forum: Dialogue System for Unity
- Topic: Prefabs with LocalizeUI components being saved to disk with current language
- Replies: 3
- Views: 173
Prefabs with LocalizeUI components being saved to disk with current language
I recently updated the Dialogue System plugin from version 2.2.33 to 2.2.43, and apparently it now localizes assets when saving the project. The issue is that if I change the game's language through my in-game options menu, next time I hit save (or enter Play Mode, as DS is also saving assets at tha...
- Wed Aug 10, 2022 10:28 am
- Forum: Dialogue System for Unity
- Topic: Features for localization pipeline
- Replies: 7
- Views: 576
Re: Features for localization pipeline
Sure thing. Thank you for the support.
About the visualization, RelationsInspector looks like a great tool. It doesn't have export functions, so we won't be able to do that, but we can definitely find other uses for it![Wink ;)](./images/smilies/icon_e_wink.gif)
About the visualization, RelationsInspector looks like a great tool. It doesn't have export functions, so we won't be able to do that, but we can definitely find other uses for it
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Wed Aug 10, 2022 9:41 am
- Forum: Dialogue System for Unity
- Topic: Features for localization pipeline
- Replies: 7
- Views: 576
Re: Features for localization pipeline
Yeah, that would be neat! I believe the method we'd use for importing is:
Code: Select all
DialogueEditorWindowLocalization.ImportLocalizationFilesFromFolder(path)
- Tue Aug 09, 2022 5:51 pm
- Forum: Dialogue System for Unity
- Topic: Features for localization pipeline
- Replies: 7
- Views: 576
Features for localization pipeline
We're preparing our databases for localization, and there are some features we believe aren't currently on the plugin. 1) Can DS export to image? Since our conversations have lots of branching, we'd like to export image files from the conversation trees. They would serve as reference material for wh...
- Thu Aug 04, 2022 12:09 pm
- Forum: Dialogue System for Unity
- Topic: Recommended way to update plugin without losing modifications to source?
- Replies: 3
- Views: 296
Re: Recommended way to update plugin without losing modifications to source?
Yeah, that makes sense. Will talk with my team about it, thanks for clarifying that for us!
- Wed Aug 03, 2022 5:19 pm
- Forum: Dialogue System for Unity
- Topic: Recommended way to update plugin without losing modifications to source?
- Replies: 3
- Views: 296
Recommended way to update plugin without losing modifications to source?
Me and my team were just wondering if there is an easier/safer way to keep our modifications to Dialogue System's source code (or any other library, really) every time we update it. We added and changed a few lines of code, but we have to remember/rewrite them whenever we update the plugin to its la...
- Tue Aug 10, 2021 4:20 pm
- Forum: Dialogue System for Unity
- Topic: How to show text from Text Table in dialogue node?
- Replies: 2
- Views: 419
Re: How to show text from Text Table in dialogue node?
Will test it soon, but registering a Lua function sounds good (I should have thought of that...)
Thanks, Tony!
Thanks, Tony!
- Mon Aug 09, 2021 6:06 pm
- Forum: Dialogue System for Unity
- Topic: How to show text from Text Table in dialogue node?
- Replies: 2
- Views: 419
How to show text from Text Table in dialogue node?
Hello. What should I do if I want a Node to show a Text Table entry? I was thinking of using the markup tag [lua(GetLocalizedText(...))], but according to the docs: The function GetLocalizedText() retrieves localized versions of fields in the Actor, Item, Quest, or Location tables. (...) GetLocalize...
- Thu Jul 22, 2021 9:22 am
- Forum: Dialogue System for Unity
- Topic: How can I optimize Lua.IsTrue() on Update()?
- Replies: 3
- Views: 350
Re: How can I optimize Lua.IsTrue() on Update()?
I'm gonna try the event-driven approach first.
Because I'm using booleans, most of the checks are Variable["X"] == true, but I'll try to apply the same logic.
If it doesn't work, I'll try NLua.
Thanks for the quick response!
Because I'm using booleans, most of the checks are Variable["X"] == true, but I'll try to apply the same logic.
If it doesn't work, I'll try NLua.
Thanks for the quick response!