Right to Left Text problem in Dialogue System

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1 year 1 week ago #3198 by Frank
Hi,
How are you using I2 Localization + Dialog System.
By default Dialog System has a built-in localization and doesn't use I2 Localization. Integrating both plugins is possible, and there are several users who are using both at the same time.

I'm curious about how you are using them together. The fix for that issue will depend on how you integrate them.

Are you adding a Localize component to your Texts and made Dialog System call SetTerm ?
Are you handling all by code and calling LocalizationManager.GetTranslation when Dialog System needs a translation?

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The following user(s) said Thank You: fanaei

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1 year 1 week ago #3201 by fanaei
I didn't know that Dialogue system has localization. But I feel more comfortable with I2 localization.
Also I did the integration based on this guide:
www.pixelcrushers.com/dialogue_system/ma...i2_localization.html

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1 year 1 week ago - 1 year 1 week ago #3202 by fanaei
I found some fixes here:
pixelcrushers.com/phpbb/viewtopic.php?f=3&t=1590&p=8595#p8595
If you have nay better solution, I'm all ear.
Last edit: 1 year 1 week ago by fanaei.

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1 year 1 week ago #3203 by fanaei
The code that I used for fixing RTL problem in the main Dialogue System UI:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PixelCrushers.DialogueSystem;

public class FixFarsi : MonoBehaviour {
	public int TextLimit = 999;
	void OnConversationLine(Subtitle subtitle)
	{
		subtitle.formattedText.text = I2.Loc.LocalizationManager.ApplyRTLfix (subtitle.formattedText.text, TextLimit, false);
	}

	void OnConversationResponseMenu(Response[] responses)
	{
		for (int i = 0; i < responses.Length; i++) {
			responses [i].formattedText.text = I2.Loc.LocalizationManager.ApplyRTLfix (responses [i].formattedText.text, TextLimit, false);
		}
	}
}

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1 year 1 week ago #3204 by Frank
Hi,
Unfortunately, I don't have the Dialog System plugin to inspect the code, but from what I'm reading in the integration steps you listed:
www.pixelcrushers.com/dialogue_system/ma...i2_localization.html

That's not actually integrating I2 Localization with Dialog System. That keeps using the Dialog System localization and just uses I2 Localization as a way to translate terms in the editor or sync with Google Spreadsheet. But none of the runtime features of I2 Localization are used (except for reading the CurrentLanguage string).

That works fine if you just need the translations done, and the code you posted should work fine for fixing RTL issues.

But if you need more features (e.g. Parameters-> to dynamically change the player's name or other data, Plurals, etc) then the integration should be done a bit different.

Instead of storing the actual text in Dialog System, you should save the Term's name, and then whenever you do
formattedText.text = xxx.formattedText.text

you can do:
formattedText.text = I2.Localization.GetTranslation(xxx.formattedText.text)

That way, parameters, plurals, rtl fix, etc is automatically handled at runtime by I2 Localization.
And even better, if you link Google Spreadsheets with I2L, then if you change a translation in the spreadsheet, that change is automatically downloaded and used in your player's devices without deploying a new build.

Hope that helps,
Frank

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Are you :-( Please lets us know how to improve it!
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1 year 1 week ago #3206 by fanaei
It doesn't work that way. Maybe the problem is that Dialogue System export everything with the term: "Dialogue Text"
I think it's better to contact with the developer of Dialogue System to do a better integration: This email address is being protected from spambots. You need JavaScript enabled to view it.

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