Hey all -
I'm attempting to get a script ready to hand to localization for translation and running into what seems to be a bug.
I'm wanting to cut down on duplicated IDs, so it's easier for translation to go through and do their sweep, but when I do a full reset text and gather with "Give matching speech lines the same ID", the game will sit there with the progress wheel for hours. Now, my game is very text-heavy, so I suppose it's possible that it's churning through a mountain of data, but I did let it go for about 3-3 1/2 hours before giving up.
If I don't have "Give matching speech lines the same ID" checked, it'll gather text just fine.
Pointers?
Comments
It's unlikely this is just taking a long time, but I don't think this is easily resolved without my seeing it. You'll have to PM me your project as a .unitypackage file - leave out any graphics, sounds, etc including the AdventureCreator folder.
I have found one optimisation to be made with the code, however. In SpeechManager.cs, change:
if (sceneFile.Contains (matchingLine.scene))
to:
if (sceneFile.EndsWith (matchingLine.scene + ".unity"))
Otherwise, I think this is just going to be a case of letting it run overnight.
Sorry to bump the old thread... but I've just run into the same issue as above. My text has been gathering for the last couple of hours, clearly something being done as I can see scenes switching back and forth... But I don't believe this should take THAT long? It's also a large game, with over 140 scenes and a lot of text. Using Unity 5.6.0 and AC 1.56g. I've checked the "Give matching speech lines the same ID" option too (having read the above I'm guessing that this is what's slowing it all down?).
Please help... I was supposed to deliver the vo script today...
The "matching IDs" option does add to the complexity, yes.
What's your AC version number? Improvements to the "Gather text" operation's efficiency were made in v1.65.0.