Couple Questions - Bark Logic, Quest Localization
Posted: Thu Nov 23, 2023 12:34 am
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.
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.