![]() Since Text Mesh Pro has native Unity UI components, this conversion script is no longer necessary. Unity UI Text To TextMesh Pro (Deprecated) You can then run these files through TextMesh Pro to ensure that your language-specific fonts include all necessary characters. You can use the Dialogue Editor's Export Database features to export your content to separate text files for each language. To clear this, select menu item Window > Dialogue System > Tools > Clear Saved Localization Settings. The Update Localized UI Texts component saves the current localization language setting in PlayerPrefs. Dialogue databases contain their own localization. Note: You do not need to do this for text in your dialogue database such as conversations and quests. Pass the language code (e.g., fr for French) as the parameter to the event handler. ( Components > Dialogue System > UI > Unity UI > Effects > Update Localized UI Texts) When the user selects a language, configure the event handler to invoke this component's UpdateTexts(string) method. If you use a language selection menu, add an Update Localized UI Texts component to any GameObject in the scene. The Text Mesh Pro component's starting text value serves as the field name to look up in the table. You can assign a localized text table to this component or the Dialogue Manager. The Localize Text Mesh Pro component localizes the element's Text field. To localize a TextMesh Pro element (such as a "Continue" button), add a Localize Text Mesh Pro component to it. This support package includes an improved typewriter effect for TextMesh Pro. From the three-bar menu in the upper right of the inspector, select Normal to change the Inspector back to normal mode..The only fields you'll need to assign are the Text Mesh Pro UGUI fields. This will replace the script while retaining references to the panels, etc. Drag the TextMeshProDialogueUI script into the Unity UI Dialogue UI's Script field. From the three-bar menu in the upper right of the inspector, select Debug to change the Inspector to debug mode.This way you'll only need to replace and assign the text elements. If you already have a Unity UI Dialogue UI set up and you want to switch to Text Mesh Pro Dialogue UI, you can use the technique below to retain the dialogue UI's field assignments, such as Dialogue > Panel, Dialogue > NPC Subtitle > Panel, Dialogue > NPC Subtitle > Portrait Image, etc. Setup is exactly like Unity UI, except you should use the TextMesh Pro versions of components such as TextMeshProDialogueUI instead of UnityUIDialogueUI. This means, for dialogue, quest, and selector UIs, you will use Text Mesh Pro UGUI, the Unity UI version of TextMesh Pro. See Overview of Unity UI Support for information about using Unity UI with the Dialogue System. Since TextMesh Pro only provides non-interactive text meshes, interactive functionality is provided through Unity UI. TextMesh Pro Dialogue, Quest, and Selector UIs The final configuration should be similar to the screenshot below: (Optional) On the actor GameObject, add a Text Mesh Pro Bark UI Fader component if you want barks to smoothly fade in and out, or a Text Mesh Pro Bark UI Animator if you want to use animator to show/hide the bark.Assign the TextMesh Pro child GameObject to the TextMesh Pro field.On the actor GameObject, add a Text Mesh Pro Bark UI component ( Component > Dialogue System > Third Party > TextMesh Pro > Bark UI).Add an Always Face Camera component to it.Configure its position and appearance to your liking.Name it, for example, TextMeshPro Bark UI. ![]()
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