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Discover why your Unity dialogue isn't typing out characters one by one and how to `fix` it with a detailed breakdown! --- This video is based on the question https://stackoverflow.com/q/76173993/ asked by the user 'Cactys' ( https://stackoverflow.com/u/21816476/ ) and on the answer https://stackoverflow.com/a/76175275/ provided by the user 'Dustin_00' ( https://stackoverflow.com/u/4833287/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions. Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Unity Dialogue code not typing out characters of dialogue lines one by one Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l... The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license. If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com. --- Introduction Have you been struggling with a Unity dialogue system that fails to reveal dialogue characters one by one, instead displaying entire lines at once? This is a common issue for developers who want to enhance the player experience with a more enjoyable text presentation. The good news is that we can solve this problem together! In this guide, we will break down the solution into easy-to-follow sections, allowing you to implement effective character typing in your dialogue system. The Problem Your original code attempts to display dialogue characters sequentially, waiting for a specified interval (textSpeed) before typing the next character. However, it inadvertently shows the entire line immediately, undermining the desired effect. This typically occurs due to improper coroutine handling or logic errors within the condition checks. Analyzing the Code and Issues Let’s review the original code section that might be causing the issues: [[See Video to Reveal this Text or Code Snippet]] While this segment should work, other factors in your Update method are preventing it from functioning correctly. Key Areas to Improve Coroutine Control: Ensure that you control when the coroutine runs and how it interacts with player input. Index Handling: Check how the index is incremented after finishing the typing. State Management: Use a boolean to manage when the dialogue is currently being printed. The Solution Here’s an enhanced version of your dialogue script that properly types out characters one by one while addressing the above concerns: [[See Video to Reveal this Text or Code Snippet]] Key Adjustments Made Boolean Variable: Introduced isPrinting to track whether the text is currently being printed, preventing multiple coroutine calls. Index Management: Moved the increment of the index to after the coroutine finishes typing characters, ensuring it correctly progresses through the dialogue lines. Immediate Text Display: By using StopAllCoroutines() when the player clicks while printing, the current text will be fully displayed, providing the user control. Conclusion With these modifications, your Unity dialogue should now properly type out characters one by one, creating a more immersive experience for players. Remember, whenever you encounter such issues, always check your coroutine management and state tracking! Implement the above code into your project, and feel free to manipulate the textSpeed to fine-tune how quickly characters are displayed. Happy coding, and may your dialogue system elevate your game to new narrative heights!