Hi, Here's how I recommend setting it up: Use a Dialogue System variable to record whether the player has done the tutorial or not (e.g., "DidTutorial"). On your Dialogue System Trigger: Set the Trigger dropdown to OnSaveDataApplied. (This works the same as OnStart except if a saved game i...
Do it in OnConversationLine(Subtitle). By the time OnConversationLine runs, subtitle.formattedText.text will contain the text that the player will see, without markup tags.
Great job tracking down the culprit! I don't recall which quest tracking script that is, but you might be able to modify it to not cause the issue, if you still need to use the script.
DialogueSystemController.overrideGetLocalizedText only applies to non-dialogue text. If you want to localize dialogue text without using any of the Dialogue System's localization features, here are two approaches: 1. If you want to do it at edit-time, write an editor script that adds the localized f...
Ah, you might need to add a check to the OnQuestStateChange(string questName) method. I updated the method in my previous post (but not in the example scene).
Hi, The downside is the extra work of learning an additional asset (Dialogue System) and setting up the integration. Some of the upsides are: More control over logical branching of conversations based on variables, etc. Ability to import from external editors and formats such as articy:draft, Arcwea...