I will try that in the morning!
Thanks again, really appreciate this above and beyond level of support and response.
Search found 14 matches
- Thu Feb 22, 2024 8:14 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
- Thu Feb 22, 2024 7:53 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
This requires an object reference to the DialogueActor, which seems unnecessary. We do not use any of the markup and Conversation stuff. While no doubt beautiful for no-code/low code solutions, it just feels like a lot of overkill and abstractions we'd rather not have in the project at this early st...
- Thu Feb 22, 2024 7:10 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
Hey Toni Whenever the DS to Loc creates a String Table, it uses Display Name {loc code} as its localization field for the name of the actor. https://imgur.com/a/kAM8dlq Whenever we attempt to get the Actor.localizedName to display this name in our UI, it does not find localized fields for "Name...
- Thu Feb 22, 2024 4:01 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
Actor.localizedName The default localized fields in the Actor Template/instance creates "Display Name {localization code}" fields by default as shown in the screenshot. Where the Actor.localizedName looks for "Name {localization code} " via the public static string LookupLocalize...
- Thu Feb 22, 2024 3:34 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
Unrelated, we ran into a possible minor bug where the default fields that get generated for the localized Actor Names are called "Display Name {code}" but the default behaviour of LocalizedName looks for "Name". I don't think that's a bug. Are you seeing incorrect behavior at ru...
- Thu Feb 22, 2024 3:32 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
No CSV, a .txt is actually better :) A text file would just be easy copy/pasting and editing in something like Google Docs and chatGTP for markups as well. For spreadsheets we can always just export the CSV for localization or more advanced edits. I would really like to stress that first point. For ...
- Thu Feb 22, 2024 1:04 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
Unrelated, we ran into a possible minor bug where the default fields that get generated for the localized Actor Names are called "Display Name {code}" but the default behaviour of LocalizedName looks for "Name". https://imgur.com/a/Su7n7ao https://imgur.com/a/rOmzAtW Added the ug...
- Thu Feb 22, 2024 12:56 pm
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Re: Export for proofreading
Hey Toni, Appreciate the fast response once again :) Simplified TXT Export The ideal workflow would be exporting a single conversation to a simplified TXT file, listing only the ID and Dialogue Text for each node in the conversation. (No localizations needed in the base functionality, this will serv...
- Thu Feb 22, 2024 8:49 am
- Forum: Dialogue System for Unity
- Topic: Export for proofreading
- Replies: 15
- Views: 655
Export for proofreading
Hi all, Making some good progress with this amazing plugin. The one snare I've hit compared to other dialogue systems is I can't seem to find a good import/export of a single Conversation for proofreading or spellingchecking outside of the editor. While the default visual editor with nodes and links...
- Wed Feb 21, 2024 9:42 am
- Forum: Dialogue System for Unity
- Topic: Very basic primer on creating your own UI
- Replies: 8
- Views: 426
Re: Very basic primer on creating your own UI
Excellent, that was it.
Thanks again.
Thanks again.