Some questions regarding WRPG UI functionality
Posted: Tue Aug 09, 2022 9:19 pm
First of all, thanks so much for putting this wonderful package together! It has helped my workflow so much already, so much great functionality and the support here seems great.
I am working on a fairly simple text-adventure game. Most of my scenes are just Narrator/Player dialogue with some decorations. I love the Disco Elysium esque look of the WRPG UI, but I'm having a couple issues with it which I haven't been able to figure out on my own.
1. First and foremost, I seem to be running into problems with mesh rendering. I'm working on one scene which isn't terribly long, conversation looks like this:
It's not terribly long, but I run into errors when I get towards the end. When continuing through the second-to-last node in the longest branch, the typewriter effect cuts off, skips the final node entirely, and I get this error:
Interestingly, this didn't happen until I added a continue button.
I've searched around and as best I can tell the issue is it's trying to render more characters than Unity can handle within that one scrolling Subtitle mesh. I've tried a couple workarounds, including the ones suggested here: https://www.pixelcrushers.com/phpbb/vie ... ces#p18345, but neither seem to be working for me. The script to trim the existing text once it reaches some character limit works, but it chops off the bottom of the existing text rather than the top, so it ends up looking confusing. Maybe modifying that script would work, or maybe there's some way to instantiate the existing text past a certain point so it isn't rendering all that text as one GameObject? I love the ability to scroll back up through the previous text, it's a great feature, so I'd hate to have to break things into smaller subtitle panels.
2. My second question is also I think related to the fact that the WRPG UI prints all subtitles into one panel. I'd really like a way to customize the Player responses in a consistent format in all nodes and conversations, but still printing them in the scroll panel. I was able to use the DialogueActor component in a Player prefab to customize the color like so:
Which is great! But I'd love a way to also adjust bold/italics, alignment, font size, etc. without manually putting emphasis tags in every single node. Is there a smooth way to go about this, or would I need to script a custom DialogueActor subclass? I was thinking of giving it a shot but figured I should ask if this functionality already exists first.
Thanks so much for reading, and in advance for any help I can get with these.
I am working on a fairly simple text-adventure game. Most of my scenes are just Narrator/Player dialogue with some decorations. I love the Disco Elysium esque look of the WRPG UI, but I'm having a couple issues with it which I haven't been able to figure out on my own.
1. First and foremost, I seem to be running into problems with mesh rendering. I'm working on one scene which isn't terribly long, conversation looks like this:
It's not terribly long, but I run into errors when I get towards the end. When continuing through the second-to-last node in the longest branch, the typewriter effect cuts off, skips the final node entirely, and I get this error:
Interestingly, this didn't happen until I added a continue button.
I've searched around and as best I can tell the issue is it's trying to render more characters than Unity can handle within that one scrolling Subtitle mesh. I've tried a couple workarounds, including the ones suggested here: https://www.pixelcrushers.com/phpbb/vie ... ces#p18345, but neither seem to be working for me. The script to trim the existing text once it reaches some character limit works, but it chops off the bottom of the existing text rather than the top, so it ends up looking confusing. Maybe modifying that script would work, or maybe there's some way to instantiate the existing text past a certain point so it isn't rendering all that text as one GameObject? I love the ability to scroll back up through the previous text, it's a great feature, so I'd hate to have to break things into smaller subtitle panels.
2. My second question is also I think related to the fact that the WRPG UI prints all subtitles into one panel. I'd really like a way to customize the Player responses in a consistent format in all nodes and conversations, but still printing them in the scroll panel. I was able to use the DialogueActor component in a Player prefab to customize the color like so:
Which is great! But I'd love a way to also adjust bold/italics, alignment, font size, etc. without manually putting emphasis tags in every single node. Is there a smooth way to go about this, or would I need to script a custom DialogueActor subclass? I was thinking of giving it a shot but figured I should ask if this functionality already exists first.
Thanks so much for reading, and in advance for any help I can get with these.