From there it is easy to make a reference to the correct Text Asset for the room you enter. In this case you would make one text file that contains all the text that will be used in one room. For production simplicity, you want to break up all the text in the game into the different rooms. You are making a traditional text-heavy adventure game. For that you will need to use traditional Input/Output programming techniques to read and write external files.Ĭonsider the following scenario. ![]() ![]() It is not intended for text file generation at runtime. txt file and bring the text into your game very easily. It is extremely useful for getting text from different text files into your game while you are building it. The Text Asset is a very specialized use case. The full text of the asset as a single string. This can be used to provide captions or labels for other GUI controls or to display instructions or other text. Text A non-interactive piece of text to the user. ![]() ![]() The Text Asset Inspector Properties Property: Note that script files are also considered text assets for the purposes of using the AssetDatabase.FindAssets function, so they will also be included in the list of results when this function is used with the “t:TextAsset” filter. When you drop a text file into your Project Folder, it will be converted to a Text Asset. Text Assets are a format for imported text files.
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