Couple Questions - Bark Logic, Quest Localization

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cassius
Posts: 14
Joined: Thu Oct 26, 2023 10:30 pm

Couple Questions - Bark Logic, Quest Localization

Post by cassius »

I have a few questions about random things are have come up for me recently.

1. I noticed that unfortunately Quests don't seem to support Unity Localization. It appears to be on the road map - curious if there are updates on that?

2. Bark doesn't seem to have any translation/localization ability, so I'm using Conversations as the source text for my barks. However rather than making a new Conversation for each Bark, it seems having multiple Dialogue Entries as Barks in a single Conversation, then targeting them by Entry Title would work well. Just like how the Dialogue System Trigger has it (Dialogue System Trigger -> Actions -> Start Conversation -> Entry Title). But I don't see that for Barks. Is there another scalable way to implement this I haven't thought of? Setting variables would get too unwieldy.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Couple Questions - Bark Logic, Quest Localization

Post by Tony Li »

The next update will add quests to the Unity Localization package integration. It will also add an option in the Dialogue System Trigger's Bark action to specify a dialogue entry ID.
cassius
Posts: 14
Joined: Thu Oct 26, 2023 10:30 pm

Re: Couple Questions - Bark Logic, Quest Localization

Post by cassius »

That's wonderful. Thank you! :)
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Couple Questions - Bark Logic, Quest Localization

Post by Tony Li »

The bark addition is implemented and will be in 2.2.42. The changes are in the core engine, so I can't provide a patch in the meantime.

Here's the updated Localization Package integration:

DS_LocalizationPackageSupport_2023-11-26.unitypackage

It localizes quests, but you must use the DS To Loc window's "String Table To Dialogue System" button to reimport the translations back into the dialogue database.
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