Yes, i.e. for the particular dynamically instantiated prefabs with the text that we want translatable, they are currently spawned in via the Object Add or remove Action List event
The bigger picture workflow design/strategy we were thinking was we …
Ok I believe we figured out why we weren't seeing the gathered text for our custom objects. We didn't have the Scene Filter option set properly, i.e. we had it set to No Scene. Once we set the filter to Any or No Scene we were able to see the gather…
Thanks for the tips. Here's the script component that we attach to our prefab objects:
public class TutorialText : MonoBehaviour, ITranslatable
{
/** This is the text we'll make available for translation */public string text;/** This is the ID num…
None of the debug statements appear at all. And when my speech text action list plays in game, ie my Dialogue Play Speech event with line text value of:
[test:neutral]Hello test token world
It just shows the whole line of text as show above (i.e. …
Yes, I believe I do have speech scrolling enabled, i.e. I have the "Scroll speech text?" flag enabled in the speech manager. I think the custom events is likely what I'm looking for so I will look into this for sure.
We're currently on v1.71.8
I know it's typically better not to hack around in plugin/asset code, especially when it comes to getting official updates on assets
using UnityEngine;
using System.Collections.Generic;
if UNITY_EDITOR
using UnityEditor;
endif
namespace AC
{
[System.Serializable]public class ActionDialogueExt : ActionSpeech{ // Declare variables here protected GVar speechBubbleVariable; …