Search found 7 matches
- Mon Jun 24, 2024 12:05 pm
- Forum: Dialogue System for Unity
- Topic: Localization Integration for custom text field in Quest Entry
- Replies: 11
- Views: 498
Re: Localization Integration for custom text field in Quest Entry
So... Instead of foreach(db in databases){foreach(q in quests){...}} I should be able to select quests/actors using LINQ Distinct and ID as a unique key, right?
- Mon Jun 24, 2024 11:36 am
- Forum: Dialogue System for Unity
- Topic: Localization Integration for custom text field in Quest Entry
- Replies: 11
- Views: 498
Re: Localization Integration for custom text field in Quest Entry
If I understand you correctly, working on guids would require me to track 'original guid' and somehow to know which quest is the 'original one' and which one is its copy in the synced DB... I noticed that in Dialogue window you display synced items (actors/quests) as not interactable(they are greyed...
- Mon Jun 24, 2024 9:06 am
- Forum: Dialogue System for Unity
- Topic: Localization Integration for custom text field in Quest Entry
- Replies: 11
- Views: 498
Re: Localization Integration for custom text field in Quest Entry
Thanks a lot. Another question: We keep our quests in a separate database from dialogues and we synchronize them using SyncFrom/Syncnow. The thing is that we get a separate entry for each quest that is synced between databases. The same goes for actors and probably every shared/synced item. Can we d...
- Mon Jun 24, 2024 5:57 am
- Forum: Dialogue System for Unity
- Topic: Localization Integration for custom text field in Quest Entry
- Replies: 11
- Views: 498
Re: Localization Integration for custom text field in Quest Entry
Hi again Tony, sorry for the late response... regarding your previous answer: - I updated DS to 2.2.46.1 - I used Localization Package Integration(must have omitted this before, because this time I can see String Table to DS button...sry for that) - I added component Localization Bridge Component So...
- Wed Jun 19, 2024 6:37 am
- Forum: Dialogue System for Unity
- Topic: Localization Integration for custom text field in Quest Entry
- Replies: 11
- Views: 498
Re: Localization Integration for custom text field in Quest Entry
Hi Tony, I am in the process of updating our DS to the version you mentioned, but I still struggle with localizing the quests. In the docs https://www.pixelcrushers.com/dialogue_system/manual2x/html/localization.html you mention "DS To Loc window's "String Table To Dialogue System"&qu...
- Fri Jul 15, 2022 10:25 am
- Forum: Dialogue System for Unity
- Topic: Buttons: "Enter" (keyboard) South button (gamepad) work as ContinueButton without registration in input
- Replies: 5
- Views: 746
Re: Buttons: "Enter" (keyboard) South button (gamepad) work as ContinueButton without registration in input
Damn you are right. I completely forgot we switched to the default one after having issues with restoring UI input in some cases... Thank you very much!
- Fri Jul 15, 2022 9:18 am
- Forum: Dialogue System for Unity
- Topic: Buttons: "Enter" (keyboard) South button (gamepad) work as ContinueButton without registration in input
- Replies: 5
- Views: 746
Re: Buttons: "Enter" (keyboard) South button (gamepad) work as ContinueButton without registration in input
Thank you for the quick reply.
The thing is that we already have selected UI/Submit in our InputSystemUIInputModule. Still, as my colleague said we receive "dialogue skips" on the not-related buttons/keys...
The thing is that we already have selected UI/Submit in our InputSystemUIInputModule. Still, as my colleague said we receive "dialogue skips" on the not-related buttons/keys...