Hi Chris, that doesn't work - the label gets translated ie Option A, but Option B and Option C do not, And if I move it out of the heirachy, it goes out of position and I cannot move it, disrupting the button flow, see screenshots
The Resolution dropdown values selected in your screenshot are generated at runtime - they cannot be translated.
The other values - Quality, Antialiasing, Texture Quality and VSync, do get translated - but require the latest release.
If you import the latest AC into a fresh project, use the New Game Wizard to create a game with the Graphic Options template. You should find that this Menu supports translations for the dropdowns. You should be able to then transfer the Menu Manager, the GraphicOptionsUI prefab, and the /AdventureCreator/Scripts/Templates/GraphicOptions folder into your own project (back up first) to use it.
Hi, I must be missing something, I did exactly as you said, but the options for the dropdowns are not gathered in my speech. Must be missing something?
See screenshots
My mistake - apologies. The updated Menu is still necessary because it allows for translation of the label beside each dropdown - but the dropdown themselves are not included.
You can get around this, however, by storing each label as a Global String variable, and then using the [var:X] token to reference them in the Choices fields.
I have these all translated now, but when I change the fullscreen, or other options, nothing seems to actually happen, have I got this set up correctly?
Check that the referenced ApplyGraphicOptions ActionList calls the Apply function on the GraphicOptionsUI component that is part of the same GraphicOptionsUI prefab, and not a different one.
Comments
Move the Label object out of its parent in the Hierarchy, create a Label element in the Menu Manager and link it to the object.
Hi Chris, that doesn't work - the label gets translated ie Option A, but Option B and Option C do not, And if I move it out of the heirachy, it goes out of position and I cannot move it, disrupting the button flow, see screenshots
https://www.dropbox.com/scl/fo/14vy92gv3flsq68v199h6/AIcDlGccDW26dk-ERuI3V3g?rlkey=3z8ws8q28oewvsmyk7j5apxsq&st=e9jeuive&dl=0
The Resolution dropdown values selected in your screenshot are generated at runtime - they cannot be translated.
The other values - Quality, Antialiasing, Texture Quality and VSync, do get translated - but require the latest release.
If you import the latest AC into a fresh project, use the New Game Wizard to create a game with the Graphic Options template. You should find that this Menu supports translations for the dropdowns. You should be able to then transfer the Menu Manager, the GraphicOptionsUI prefab, and the /AdventureCreator/Scripts/Templates/GraphicOptions folder into your own project (back up first) to use it.
If two Menu Managers are in the same project, you can copy the Menu from one and paste it into the other.
Hi, I must be missing something, I did exactly as you said, but the options for the dropdowns are not gathered in my speech. Must be missing something?
See screenshots
https://www.dropbox.com/scl/fo/nknhevj7wzfjx97cixxud/AEJDZYhXLNFYoWO0B_Dlb9o?rlkey=ku3zwtp4ewg1w82xc37aati2e&st=2osocp86&dl=0
My mistake - apologies. The updated Menu is still necessary because it allows for translation of the label beside each dropdown - but the dropdown themselves are not included.
You can get around this, however, by storing each label as a Global String variable, and then using the [var:X] token to reference them in the Choices fields.
Can you take a look at the screenshots and just help wme with the next stage of what you described please?
https://www.dropbox.com/scl/fo/3m3qx9l0t6t7k3b35qjxa/ANhtpLYbOIr688Xti7LZ0TE?rlkey=uj4cmobemz1mqh3tpsork6sxp&st=xpf8ky4g&dl=0
I'm not talking about the option value itself, but the labels. String variables for "Very low", "Low" etc.
Hi Chris, all set up as I think it should be, but the VAR is showing in the drop down and not the text/or translated text. See photos here:
https://www.dropbox.com/scl/fo/n31h698ofkjvugsxqz9be/ACFpoZ9MtfNSJgo08pwR3O4?rlkey=bfg81e4wmm62j5434c6478f8j&st=4wz4lx69&dl=0
What am I doing wrong? Thanks
Open up AC's MenuCycle script and find the following around line 725:
Replace with:
Does that resolve it?
Hi Chris,
I have these all translated now, but when I change the fullscreen, or other options, nothing seems to actually happen, have I got this set up correctly?
See screenshots here:
https://www.dropbox.com/scl/fo/y6qvxrxzjwqub7j2mppj9/AB-Mk51CKfhjbNElsiznM_E?rlkey=e7yjaxlc8gthmbj2u9bwr8dbd&st=9r2h7baz&dl=0
Check that the referenced ApplyGraphicOptions ActionList calls the Apply function on the GraphicOptionsUI component that is part of the same GraphicOptionsUI prefab, and not a different one.