is there a way i can trigger a Continue Button after my Dialogue text reached a sort amount of chars?
i dont want a scrollbar ore that my Speakbubble is getting bigger because of a longer text.
so is it possible i write a longer text and after it reached a maximum of XX chars the continue button apears and text goes on after i clicked that?
Text to long
Re: Text to long
You can split the text into multiple nodes. The Dialogue Text inspector field shows the character count.
If you already have nodes with Dialogue Text, an easy way to split them is to add pipe characters ( | ) where you want to split. Then select Menu > Split Pipes Into Nodes.
If you don't want to split your long text into more nodes, you can do some custom scripting -- for example, make a subclass of StandardUISubtitlePanel that overrides the SetContent() method to show up to a certain number of characters, then require the player to click continue in order to show the rest.
If you already have nodes with Dialogue Text, an easy way to split them is to add pipe characters ( | ) where you want to split. Then select Menu > Split Pipes Into Nodes.
If you don't want to split your long text into more nodes, you can do some custom scripting -- for example, make a subclass of StandardUISubtitlePanel that overrides the SetContent() method to show up to a certain number of characters, then require the player to click continue in order to show the rest.