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.
Couple Questions - Bark Logic, Quest Localization
Re: Couple Questions - Bark Logic, Quest Localization
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.
Re: Couple Questions - Bark Logic, Quest Localization
That's wonderful. Thank you!
Re: Couple Questions - Bark Logic, Quest Localization
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.
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.