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About pillowfight_conrad

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  1. pillowfight_conrad added a post in a topic Crash in Chinese Language Windows   

    Hey hey,
    Thanks for the prompt reply! I'll follow up with the user directly, but here's my best understanding of the situation at the moment:
    It's almost certainly Chinese Windows, not NA Windows set to Chinese. (User is in Taiwan, meaning Traditional, meaning maybe > 5.1 requirement). Following up.
    It happens on startup; the plugin is implicitly deactivated until explicitly activated by the user. In our case, that should only happen if the game is set to English. (It occurs to me, a workaround might be to deactivate the GameObject, and activate it only when there's an explicit request, but I'm not sure how that would play with Container registration.)
    Not sure, I'm having problems repro'ing on my end as well, unfortunately.
    I'll get you when I get a reply from the user. In the meantime, is there a way to sniff out this issue at runtime, and deselect SAPI if the methods can't be found?
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  2. pillowfight_conrad added a topic in Unity Accessibility Plugin   

    Crash in Chinese Language Windows
    Hey all!
    We're in the process of translating Ghosts of Miami (which uses UAP!) to Simplified Chinese, but we're seeing crashes come out of UAP when starting the game. Any guidance you could provide would be greatly appreciated.
    Thanks, and keep up the great work on this plugin!
    • 3 replies
  3. pillowfight_conrad added a topic in Unity Accessibility Plugin   

    UpdateContainerActivations in Update() modifies focus state even if plugin is disabled
    Good afternoon!
    First: thanks for your hard work on the plugin everyone. I was able to get a visual novel ready for blind accessibility in a 24-hour period thanks to your efforts!
    That said I've discovered some interesting side effects. In particular, the AccessibleUIGroupRoot's continue to suffer their activation and deactivation side effects even if the plugin is disabled. This can be a bummer if you're using specific selection routines in the full-sighted game modes; in my case I present a list of options and want a default "empty" object selected at the top of the list until navigation for example, but the AccessibleButton at the top of the list (rightfully in t2s but poorly here) takes control over my efforts during UpdateContainerActivations.
    Moving UpdateContainerActivations past the `m_isEnabled` check seems to resolve the issue. Might wanna consider going back into mainline on it tho.
    Thanks again!
    • 1 reply