After checking the translation records in the Speech Manager, I discovered that some lines contained a mix of English and German text. After removing the English portions, the issue was resolved. Since there were only a few affected lines, I reviewe…
Thank you, Chris. The script is working now, but I’ve encountered an issue: some Canvas scenes are displaying both the English text and the translated version simultaneously. These scenes are identical to the others that are functioning correctly, y…
Hi Chris, I'm experiencing an issue where the Canvas scenes are not displaying translations—they always show English text. I've attached the font script and assigned the appropriate font, but it still only displays English. Any idea why this might b…
Regarding the Language Index, is it just a number? For example, Japanese is 1 and Spanish - Spain is 2, etc. Is that correct?
https://prnt.sc/0eDULsPxfQhN
Thank you, Chris. This script is very helpful. The script Wiki page mentioned that I need to attach it to the root of my Unity UI menu prefab. Does that mean I should attach it to every menu prefab in my game like subtitle, Pause, options etc?
I have another question. If I translate my game into languages such as Chinese, German and Arabic, will the fonts work out of the box, or will I need to import them?
Thank you for sharing the script, Chris. Everything is working well now. The other double-inventory name issue hasn’t appeared again after gathering the text, so all good for now. Thanks again for your support!
I tried this solution, but it isn’t stable. It works at first, but after a while I start getting this error: Could not load game: file with ID -1 does not exist. Somehow, saving and loading became unstable when I enabled 'Allow empty slots.' So, I d…
Thank you very much, Chris. Using Save: Check has solved the issue. However, I’ve run into a small problem related to the SAVE menu after enabling Allow empty slots. The first slot always shows the title Autosave even though autosave is NOT enabled …
Yes, I tried that yesterday. However, the NPC is only triggered once—after that, it doesn’t move anymore. I suspect the issue might be with the "Variable: Check random number" action. Without it, everything works fine. What do you think?
I…
Thank you for the explanation, Chris. When I set it up like this https://prnt.sc/wvJA6_EETTf0 nothing works—the NPC doesn’t move at all. However, when I change the global variable "Yami_Is_Active" to True instead of False, it works, but th…
Sorry, Chris—I'm a bit confused here. Is this setup correct? I’m still facing the same issue, so if it’s not, could you please elaborate a bit more? Variables tend to confuse me.
https://prnt.sc/JtwzkoiWV5A8