Got it, we can work around that. Nice to know it's nothing on our side either
Thanks for the quick reply, Tony.
Search found 19 matches
- Fri Oct 04, 2024 8:31 am
- Forum: Dialogue System for Unity
- Topic: LuaScriptWizard bug when multi-selecting
- Replies: 2
- Views: 67
- Thu Oct 03, 2024 2:15 pm
- Forum: Dialogue System for Unity
- Topic: LuaScriptWizard bug when multi-selecting
- Replies: 2
- Views: 67
LuaScriptWizard bug when multi-selecting
Hello! String fields with [LuaScriptWizard] attribute from first selected object gets copied to the following objects when multi-selecting. Video of the bug happening: https://drive.google.com/file/d/1V6m-FyXUAjjOLYIsPLF9pf49hnI9aBEs/view?usp=sharing Our version is 2.2.43, and we have Odin Inspector...
- 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: 225
Re: Prefabs with LocalizeUI components being saved to disk with current language
Yeah, that worked. That was quick, haha Thanks Tony!
- 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: 225
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: 663
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
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
- Wed Aug 10, 2022 9:41 am
- Forum: Dialogue System for Unity
- Topic: Features for localization pipeline
- Replies: 7
- Views: 663
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: 663
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: 350
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: 350
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: 499
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!