In what version of Unity now? Please give details/screenshots about the Menu and Button - is the log correct in that it's not listed in the Speech Manager?
Just so I can rule out the first thing: are you adding the Park scene to Unity's Build settings? That's essential for translations to work, as it's how AC knows which scenes to search.
At 11 minutes into the video, you're running the ActionList while a translation is used instead of the game's (i.e. the ActionLists) original language. This is why updating the text in the ActionList isn't affecting the text displayed in-game: the translation has already been created from the original value, and is now up to you to modify within the Speech Manager or via CSV imports.
The "Hotspot label override" not getting translated is a bug, and will be fixed in v1.55b.
You certainly don't want to be re-setting your game text once you begin voice recording.
As for the Prevent original language from being used? option, that basically means the text entered into AC's Actions, Editor windows etc is ignored so far as what's displayed goes - and only text translated via the Speech Manager is displayed. This means you can re-write your game's original language text via a CSV file in the same way you can translations.
"This means you can re-write your game's original language text via a CSV file in the same way you can translations."
but with this option checked or not, you always CAN NOT import original text thru CSV, always have to change it by searching Action and then change inside Actionlist. It was logic for me with this option unchecked i could import original text and it would show in select of CSV import translation, but it doesnt.
Prevent original language from being used? - checked, disables choosing original language in game.
Prevent original language from being used? - checked, disables choosing original language in game.
is that right?
That's correct. When checked, the text that appears in ActionLists etc is not used - only translations listed in the Speech Manager.
What's important to understand is that the default language is then treated like any other translation - you don't replace the text in ActionLists, and you don't import original text. It just makes the first listed translation in your Speech Manager the default (even if this is technically the same language that the game is created in), and prevents the text in your ActionLists from being used directly.
You import the text as a new language. The "original text" as in the ActionList strings do not get overritten through CSVs.
Once the option is checked, add a language (Language #1) and name it. Then export the original text, but make amendments to the new language. Then import this new language, not the original text. Because Language #1 is now the default, only that will be seen by the player.
if you cannot change original text in actions thru CSV it leads to point (when you have more languages) if you change some text line (thrid party person Editor) i must:
1. treat text in Action as reference for gamestory scenario for example "text#0987" and real text will be in languages not original text and then checkbox checked, otherwise it leads to problem coz first version will be in original text and Editor changes text it gets updated only in languages.
2. If Editor changes text in CSV and original text is treated as first language it must be changed manually
Also having real text (updated) in Actions is some help rather than having for ex "text#0987"
Comments
Having about 1500 speech lines the ids start at 158 and after a couple jump to 4000 then go up to 6000.
At 11 minutes into the video, you're running the ActionList while a translation is used instead of the game's (i.e. the ActionLists) original language. This is why updating the text in the ActionList isn't affecting the text displayed in-game: the translation has already been created from the original value, and is now up to you to modify within the Speech Manager or via CSV imports.
The "Hotspot label override" not getting translated is a bug, and will be fixed in v1.55b.
As for the Prevent original language from being used? option, that basically means the text entered into AC's Actions, Editor windows etc is ignored so far as what's displayed goes - and only text translated via the Speech Manager is displayed. This means you can re-write your game's original language text via a CSV file in the same way you can translations.
Once the option is checked, add a language (Language #1) and name it. Then export the original text, but make amendments to the new language. Then import this new language, not the original text. Because Language #1 is now the default, only that will be seen by the player.
Someone has, however, written an Editor tool to let you mass-replace Action speech text: see this thread.