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Delay persists between lines of dialogue. #5
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I'm at GDC this week so I'm likely not going to be able to look at this until next week. Thanks for the bug report, though. I'm having a bit of trouble understanding quite what the bug is. Every opening delay tag should require a closing tag within the printing text. What do the calls the bugged calls that you are making to a TextTyper component look like? |
Ah I see what you mean now. If you skip or print new text while the Delay tag is active in the print, it will not restore the delay. |
Should be fixed in latest release (v1.2). You may need to delete the old plugin before installing the new one. Unity doesn't seem to like when files are renamed... |
Sorry buddy. I don't get email notifications apparently for github. I was at GDC too funnily enough. Thanks for fixing it. Great plugin! |
No problem! Thanks for the bug report. |
The text typer doesn't reset the text speed on a new line. The bug occurs when you skip dialogue between delay tags. I fixed this temporarily by prefacing each new line with its own delay:
scripts.Enqueue("<delay=0></delay>" + conversationText);
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