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Can't translate Speech Track from the Timeline

edited January 2020 in Technical Q&A

Hi Chris!
I want to translate text from my game (from Russian to English). All character's speeches ( Dialogue: Play Speech) work fine and I can translate such text without any problem. But everything that I have in my Timelines for some reason stays the same in Russian when I switch to English. I use characters in Timelines not from the scene but from the Resource folder. I really don't know even in what direction I should search for the problem, please help.

https://prnt.sc/qv8eyo
https://prnt.sc/qv8fbq
https://prnt.sc/qv8fgi
https://prnt.sc/qv8fln

Unity 2018.1.0f.2
AC 1.66.1

Comments

  • Are you referring to speech audio, subtitle display, or both?

    The text is being gathered by the Speech Manager, so it should work. The Timeline is present in the scene file?

    Several fixes to the Speech Track have since been made - test the latest release in a duplicate project to see if this is still an issue.

    If so, we'll need to try some Debug logging to learn more about the problem. Open up SpeechPlayableBehaviour.cs, and insert the following into line 76:

    Debug.Log ("Text: " + messageText + ", LineID: " + speechPlayableData.lineID + ", Language: " + languageNumber);
    

    What does the Console then show when the Timeline is then played?

  • edited February 2020

    "Are you referring to speech audio, subtitle display, or both?" - currently, I am referring to subtitle, not sure if there are any issues with speech audio, didn't get time to test this with the text taken from the Timline.

    "The text is being gathered by the Speech Manager, so it should work. The Timeline is present in the scene file?" - it is, I have it in speech manager. Yes, the timeline is in the scene file but the playable director is always staying in the resource folder.

    "Several fixes to the Speech Track have since been made - test the latest release in a duplicate project to see if this is still an issue." - ok, I will try this and will back to you.

    "If so, we'll need to try some Debug logging to learn more about the problem. Open up SpeechPlayableBehaviour.cs, and insert the following into line 76:" - I don't want to break something, but will try to do this too.

  • After updating AC this issue has gone, cool! But I have a new warning now:

    A local EventSystem object was found in the scene. This will override the one created by AC, and may cause problems. A custom EventSystem prefab can be assigned in the Menu Manager.

    Since I remember AC, the EventSystem file was always in my scenes but I've never used any EventSystem prefab. How to fix this warning?

  • AC will spawn its own EventSystem unless one is already found.

    If you want to rely on a custom EventSystem, better to assign it's prefab at the top of the Menu Manager. Otherwise, just unset it / remove it from the scene and AC will take care of it.

  • Thank you Chris:)

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