A few problems with Accumulate text
Posted: Sat Feb 19, 2022 2:44 pm
Hi,
For some reason I am really struggling with building the UI I want. It's basically almost exactly what Disco Elysium does, with the added support of multiple NPC avatars.
I've added a rough mockup of what I am looking for.
It seems like I can either (using the examples) get accumulative text (including the player text) to work, or the multiple NPC and separate player panel, but not both.
Right now my main problem (extending the "VN Template") is to create a panel where the text is accumulated. It seems like the players text is not accumulated, only the NPC's text, even though both are pointing to the same subtitle text.
(I am unsure if it matters here, but I am using TextMeshPro UI components. - which also seems to have a problem of truncating the text when I use the TextMeshPro TypeWriter, but that's a lower priority.)
For some reason I am really struggling with building the UI I want. It's basically almost exactly what Disco Elysium does, with the added support of multiple NPC avatars.
I've added a rough mockup of what I am looking for.
It seems like I can either (using the examples) get accumulative text (including the player text) to work, or the multiple NPC and separate player panel, but not both.
Right now my main problem (extending the "VN Template") is to create a panel where the text is accumulated. It seems like the players text is not accumulated, only the NPC's text, even though both are pointing to the same subtitle text.
(I am unsure if it matters here, but I am using TextMeshPro UI components. - which also seems to have a problem of truncating the text when I use the TextMeshPro TypeWriter, but that's a lower priority.)