Naninovel is governed by the following End User License Agreement (EULA): /eula. # What are the legal usage terms and conditions? Common Naninovel modules are precompiled into dynamic assembly with sources hosted on GitHub: /Naninovel/Common. # Will I get access to the source code when I buy Naninovel?Īll the Unity-related sources are available in the distributed package. Consult "Fonts" section of the localization guide for more info. Naninovel can work with any language, but to display text in some languages, you'll need a compatible font. Check the engine services guide for the list of available open APIs, which allows interaction with the engine you may also make use of state outsourcing, custom actor implementations and custom commands in the process. In most cases, however, this will require using the engine's C# API (via either writing custom C# scripts or using a visual scripting solution). Sure, you can freely "inject" any custom logic to the default Naninovel flow. # Is it possible to embed a mini-game to Naninovel? See the engine architecture overview to get a grasp of how Naninovel works and integration guide for more information on the integration options. If you're making a 3D adventure game, RPG or game of any other genre - you can still use Naninovel as a drop-in dialogue system.īe aware, that in most cases such integration will require C# (or visual) scripting in varying extent. While Naninovel is focused around traditional visual novel games the engine is designed to allow integration with existing projects. # Can I use Naninovel as a drop-in dialogue system for an existing game? Specific features (eg, UI customization) could also require some experience with the Unity editor. However, adding custom features (gameplay) or integrating with other third-party packages will require C# (or visual) scripting in most cases. Check the getting started guide and video tutorial for an example of the basic workflow. For example, our WebGL demo is created without any custom C# scripts. Naninovel is designed to be friendly for non-programmers and doesn't require any programming knowledge in order to create basic visual novels. You want to retrieve the UI Text information from or set variable of that object you've created via script, you can then just use yourGOname.GetComponent().text, yourGOname.GetComponent().font, etc.Īnd of course, for that to work you need to be using UnityEngine.UI.# FAQ # Do I need to know programming to use Naninovel? Then you add a Text component, with the specific local and/or anchored parameters, set the desired text and its color, then you make this object a child of the empty game object. It means, you first create an Empty GameObject. Trans.anchoredPosition = new Vector2(x, y) RectTransform trans = UItextGO.AddComponent() GameObject UItextGO = new GameObject("Text2") I think what you are looking for is something like following: GameObject CreateText(Transform canvas_transform, float x, float y, string text_to_print, int font_size, Color text_color) Worse than that, it seems that while game is played, no new object appears in the object hierarchy list.Ĭould you please point me out in the right direction here? Thanks. I mean, it's not that it crashes, but rather that nothing is shown: using UnityEngine I already know that I should first add a Canvas to my project, then I should include using UnityEngine.UI in my C# code, and also that I could declare a UI Text like Text _guitext. fully dynamically - in my real case application, I will do that in a loop of not pre defined number of iterations.Ī search using Google will find quite many examples on how to do that, but all I saw either use methods that are already deprecated (are from before Unity version 5) or are simply wrong (no surprise here.). What I want to achieve is to be able to create UI Text totally from script, i.e. I have been searching for something that should be simple, but Unity 5's documentation on that is fairly outdated.
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