Subtitles and Barks not appearing for VR in the Quest
Subtitles and Barks not appearing for VR in the Quest
I'm using the dialogue system to create subtitles in a scene. They work fine in the editor, but they don't appear in the Quest when I build it. I've tried changing the the Canvas to World Space, Screen Space - Camera, and Screen Space - Overlay, but nothing changes. Does anyone know why this is happening?
Re: Subtitles and Barks not appearing for VR in the Quest
Hi,
The usual explanation is that the Dialogue System is setting the UI Text elements correctly, but the Text elements or the entire canvas aren't visible for some reason.
Screen Space - Overlay is not visible in VR.
To use Screen Space - Camera, you must use assign the VR camera to the canvas.
World Space is generally the easiest to get working in VR. However, it's possible that the build is using a slightly different font or font size, and it's sizing the text so that it's slightly too big for the UI Text element's Rect Transform.
Here are some things to check:
The usual explanation is that the Dialogue System is setting the UI Text elements correctly, but the Text elements or the entire canvas aren't visible for some reason.
Screen Space - Overlay is not visible in VR.
To use Screen Space - Camera, you must use assign the VR camera to the canvas.
World Space is generally the easiest to get working in VR. However, it's possible that the build is using a slightly different font or font size, and it's sizing the text so that it's slightly too big for the UI Text element's Rect Transform.
Here are some things to check:
- Try making your canvas and Rect Transforms bigger.
- Check the shaders being used for your Text elements. Sometimes these get changed to a shader that doesn't render anything visible.
- When you play the build, examine the output log file for any errors or warnings.
Re: Subtitles and Barks not appearing for VR in the Quest
Hi Tony,
Thanks for the help! It turns out another asset we are using was interfering with the camera so that was the problem.
I had another question regarding the subtitles. I set up the subtitles using the method you gave me, Thread "Bark Sequence Only Run Once". I have a long sentence using the subtitles and it is linked with audio. Is there a way to clear the subtitles after a certain amount of characters so I won't have to split up the audio file?
Thanks for the help! It turns out another asset we are using was interfering with the camera so that was the problem.
I had another question regarding the subtitles. I set up the subtitles using the method you gave me, Thread "Bark Sequence Only Run Once". I have a long sentence using the subtitles and it is linked with audio. Is there a way to clear the subtitles after a certain amount of characters so I won't have to split up the audio file?
Re: Subtitles and Barks not appearing for VR in the Quest
Hi,
Nothing is built in to do that. But you could make the subtitle scroll. (See the WRPG dialogue UI for an example of a UI that scrolls.)
Or you could split it up and use the Audio() command instead of AudioWait() to allow the audio to play across both nodes.
A quick way to split nodes is to insert a vertical pipe character where you want to split, such as:
"Sentence 1. | Sentence 2."
Then select Menu > Split Pipes Into Nodes.
In the first node, start the audio with this Sequence:
In the second node, use AudioStop() to make sure the audio stops even if the player skips ahead:
I made some assumptions here. It assumes the remainder of the audio will take 3 seconds, at which point it will advance the conversation. If you always wait for a continue button click, you can remove "Continue()@3". The AudioStop() will stop the audio at the 9999-second mark. However, if the conversation advances before then -- either because of Continue()@3 or because the player clicked the continue button -- then the "required" keyword guarantees that it stops the audio.
Nothing is built in to do that. But you could make the subtitle scroll. (See the WRPG dialogue UI for an example of a UI that scrolls.)
Or you could split it up and use the Audio() command instead of AudioWait() to allow the audio to play across both nodes.
A quick way to split nodes is to insert a vertical pipe character where you want to split, such as:
"Sentence 1. | Sentence 2."
Then select Menu > Split Pipes Into Nodes.
In the first node, start the audio with this Sequence:
Code: Select all
{{default}}; Audio(My Long Voiceover)
Code: Select all
{{default}};
Continue()@3;
required AudioStop()@9999
Re: Subtitles and Barks not appearing for VR in the Quest
Thanks! The subtitle scroll was just what I was thinking about
Re: Subtitles and Barks not appearing for VR in the Quest
Sounds good. There are a few ways to scroll. This post has an example of how to scroll with the typewriter effect in case it's of any help for you.