Bug and Usability issues using the Unity Localization Third Party addon

Announcements, support questions, and discussion for the Dialogue System.
BitorVarbosa
Posts: 14
Joined: Fri Aug 04, 2023 11:20 am

Bug and Usability issues using the Unity Localization Third Party addon

Post by BitorVarbosa »

Hi there!
We are using the default Unity Localization package in our project with the Dialogue System asset.

It's also worth noting that we're using the Google Sheets extension for String Tables in order to export from unity to google sheets.

However, we are running into a few issues when it comes to export our Databases into a String Table using the "DS To Loc" window, both "bugs" and usability problems, so I wanted to reach out and ask what can we do better.

Before I begin, here's how we're using it:

Image

1. Synchronized Actors are being exported for each Database

All Databases shown in the image above after the "Main Database", are using the "Sync From" option in the Actors tab to sync from the Main Database. The following image is from "Act1 Datbase"

Image

When we export all those databases to a String Table, the actors are exported 6 times (one for each database).
Suppose we have 3 actors in the Main Database, like
Actor1
Actor2
Actor3

What we end up in the String Table looks like:
Actor1
Actor2
Actor3
Actor1
Actor2
Actor3
Actor1
Actor2
Actor3
Actor1
Actor2
Actor3
Actor1
Actor2
Actor3
Actor1
Actor2
Actor3

All with different Guid/keys.
After that, the conversations appear.

2. Too Many Blanks

Every node that includes only Sequence commands or Scripts appear as blanks.
Feels like over half of the entire String Table are empty fields.
In the following example, the highlighted node has only a Sequence command and a Script, no text, but it shows up at the export anyway.

Image

Image

As you can see, there's even more empty cells below from other dialogues.
Given that we can't see where a conversation ends in the String Table, the blanks make it a bit more difficult to follow conversations when we are editing the text from a google spreadsheet, and speaking of which...

3. Conversation Names

Below is an image a Google Sheet created by the String Table extension. That is what we intend to send to translators later on.

Image

There's the Guid being the Key, the blanks previously mentioned and messages from 2 different conversations (the highlighted line is the last Node from the previous example in the Blanks section).

Suppose a translator finds something weird that we have to double check inside Unity, if we knew the name of the conversation that would be easy, but since we only have the text and Guid, I have no idea how to find the conversation where the line comes from.

Is it possible to change the Unique Field Title in the DS To Loc to the conversation name plus some id? Or some other way to make a spreadsheet easier to follow?

4. Old Conversations

Ok, I admit that this one is more of an production issue, but it doesn't hurt to ask.
If we delete a conversation from the Database, the String Table will still have all the translations for the deleted nodes in there, is there something we can do besides manually removing those lines from the String Table?

We are having to produce many Demos before we finish the dialogue, so we ended up cluttering the String Table with lines that were later removed from the game but are still there.


For now those are the most important issues that we have come across and we wanted some guidance about how can we better use the asset.

Thank you in advance.
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by Tony Li »

Hi,

> 1. Synchronized Actors are being exported for each Database

Here's a workaround:

1. Run "Dialogue System To String Table" with only the "source" database in the Databases list. By source database, I mean the database containing the actors that are synced to other databases.

2. Open your other databases and sync the actors from the source database. This will update the Guid fields so they're the same as the original actor. This will prevent duplicates.

3. Run "Dialogue System To String Table" with all of the databases.

In the next update to the Localization Package, I'll provide a more streamlined way to do this.


> 2. Too Many Blanks

Also in the next update I'll add an option to skip entries whose Dialogue Text is blank.


> 3. Conversation Names

I'll also add an option to prepend the GUID with the conversation title and entry title. So instead of, for example, "b63aa322-0e83-4629-9924-d4d47588d9bb" it can be "Enemy Barks.Passcode.b63aa322-0e83-4629-9924-d4d47588d9bb".


> 4. Old Conversations

This is a tough one. To retain compatibility with existing projects, I'm thinking of adding a button to remove *all* string table entries whose keys are in the form of a GUID. The translations should also be in the database, so it should be okay to remove them from the string table and then repopulate the string table with a clean set of entries.


I'll try to get these changes into DS 2.2.51.
BitorVarbosa
Posts: 14
Joined: Fri Aug 04, 2023 11:20 am

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by BitorVarbosa »

Thank you very much for the support!
It will be a major time saver
BitorVarbosa
Posts: 14
Joined: Fri Aug 04, 2023 11:20 am

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by BitorVarbosa »

Hi there!
Is there some kind of ETA for DS 2.2.51?
I know it's not guaranteed that these changes will be present, but soon we'll start sending the spreadsheets to translators and these changes would help a lot in their work. So I wanna know if it's worth waiting a little bit.

Thank you for the continued support
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by Tony Li »

Hi,

The target release date is next Tuesday.
BitorVarbosa
Posts: 14
Joined: Fri Aug 04, 2023 11:20 am

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by BitorVarbosa »

Awesome! Thank you very much.
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by Tony Li »

Hi,

The release got delayed, but the first of those items are in place in DS 2.2.51, which should be available to download from the Asset Store soon. A feature to delete all GUID keyed entries (i.e., Dialogue System entries) from the string table is still in development.
BitorVarbosa
Posts: 14
Joined: Fri Aug 04, 2023 11:20 am

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by BitorVarbosa »

Hi there!
I'm not sure I understood how it works so I just wanted a small clarification on how the prependNamesToKey box works.
>I deleted my StringTable and all related files
>Created a new Dialogue StringTable with nothing on it
>Used DS To Loc with PrependNames toggled on
>Then the Keys are shown still the same as always, just the Guid.
Then I read the code and I guess it can only prepend names to new entries with nothing written on the Guid field? And is the feature still in development the one to replace the existing guids?
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by Tony Li »

To clear the recorded GUIDs in your dialogue database, go to the Dialogue Editor's Templates tab. Add the GUID field to the dialogue entries and actors if it's not already in the template. (You can probably just select Menu > Update Template From Assets to do this.) Then delete those fields in the template, and select the option to delete them from all assets (i.e., actors and dialogue entries). This will clear out the old values that don't have prepended names.
BitorVarbosa
Posts: 14
Joined: Fri Aug 04, 2023 11:20 am

Re: Bug and Usability issues using the Unity Localization Third Party addon

Post by BitorVarbosa »

It worked!
Thank you very much.
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