![]() ![]() When Split Backlog Messages property is enabled, all the messages added to the backlog will be split (displayed as separate records). It's possible to prevent specific text printers from adding messages to the backlog by disabling Add To Backlog property in the printer actor configuration. Various backlog UI properties are customizable via component attached to the root of the prefab see tooltips of the properties for details on what each of them controls.Ĭonsult built-in UI customization guide for more info now how to customize and configure the UI. Printer backlog is a feature allowing user to re-read previously printed text, revise selected choices, replay voiced lines and (optionally) rollback to the logged messages.īacklog can be shown at any time during main game loop by activating ShowBacklog input ( L key by default for standalone input module) or pressing "LOG" button in the control panel. This can be changed in the game settings using "Skip mode" setting. ![]() if the user hadn't already read the text that is going to be printed, skip mode won't be available. Skip mode can be toggled using Skip input ( Ctrl key by default for standalone input module) or "SKIP" button in the control panel.īy default, skip mode is only available while executing commands that was already executed in the past e.g. Text skipping feature allows to fast-forward execution of the commands, effectively skipping text revealing (printing) process. Halt period depends on the length of the last printed text message and further modified by "Print speed" game setting.Īuto-advance mode can be toggled using AutoPlay input ( A key by default for standalone input module) or "AUTO" button in the control panel. When in auto-advance mode, "i" commands will instead halt script execution for a period of time and then finish, allowing execution of the following command. Wait for user input or "i" commands halt script execution until user activates a Continue input and are typically used after printing-out a text message. # Auto-Advance TextĪuto-advance feature allows to automatically continue script execution when handling i commands. The same as above, but associated with character "Felix" Felix: Lorem ipsum dolor sit amet.īe aware, that even though the built-in printers are implemented as UIs, they're still actors and all the actor-related visibility changes (show/hide animations) use durations set either in the corresponding commands or actor configuration: eg, time parameter of command controls show animation duration and when it's not specified, Change Visibility Duration printer actor configuration property is used as a default duration Fade Time property found on the root of the printer UI prefab is ignored in this case. ![]() Will make the `Dialogue` printer default Dialogue Will make the `Fullscreen` printer default Fullscreen Will print the phrase using a default printer text: "Lorem ipsum dolor sit amet." The same as above, but using generic text statement Lorem ipsum dolor sit amet. In the case that the variable does not appear in the inspector it is usually because its visibility is private, it can be solved by declaring the variables as public as shown in figure 8, adding the word “public”, or they can also be declared as private but indicating that they are serialized by the inspector, as follows:Īnother reason why the variables do not appear in the inspector can be when there are errors in console and the changes made in the scripts are not updated, to solve this we will have to solve all the errors that there are in console, once made this Unity will compile and the new modifications will appear. The declared variable does not appear in the inspector 9: The appropriate GameObjects are dragged into the spaces in the inspector to initialize the variables. ![]()
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