gravydevsupreme

Results 128 comments of gravydevsupreme

The presence of `GameAssembly.dll` generally means that the game has been AOT compiled with IL2CPP. That means you will need to use the version of the plugin provided [here](https://github.com/bbepis/XUnity.AutoTranslator/issues/159). Do...

Whitespace/newline modifications are not fed into any regexes, so that is not the cause of your problem. Note that newlines does not match (.+), meaning your shown example would never...

If you know the GameObject path to the text component you could specify that in `GameLogTextPaths` in the config file to make it split all texts on newlines automatically.

Well, if it is that easy to make a request it should really be piece of cake to implement a translator for it. Although at the moment I have kinda...

Try to set `MinDialogueChars=0`. This will ignore all non-repeating whitespace surrounding a newline (including the newline) when it is sent to the translator as long as `IgnoreWhitespaceInDialogue=True`.

Are you using a separate font? (I am asking because it looks like the text is displayed with a white font on your screenshot) It should also be possible to...

You're right that there is no proxy option. It would probably be feasible to implement something like that, but in the current version you're probably going to be stuck with...

This task involved generating a `Font Asset` and putting it into an `Asset Bundle`. * The `Font Asset` should be generated using the same version of TextMesh Pro that the...

You can try this, but I will say this: I do not remember which version of TextMesh Pro I used when I generated those bundles, and this is definitely not...