Hi, I implemented the YoudaoTranslateEndpoint. Due to my limited coding skills, it took a lot effort. So I hope more people can find it.
And here are some issues.
I forked your whole project and worked on the implementation and testing based on it. However, when I use OnBeforeTranslate, an error System.Security.SecurityException: ECall method must be packaged into the System module occurs when running TranslatorTest, and it tests successfully when I remove OnBeforeTranslate.
However, even with OnBeforeTranslate, YoudaoTranslateEndpoint can work fine in Unity games.
public override IEnumerator OnBeforeTranslate( IHttpTranslationContext context )
{
var realtimeSinceStartup = TimeHelper.realtimeSinceStartup;
var timeSinceLast = realtimeSinceStartup - _lastRequestTimestamp;
if( timeSinceLast < _delay )
{
var delay = _delay - timeSinceLast;
var instruction = CoroutineHelper.CreateWaitForSecondsRealtime( delay );
if( instruction != null )
yield return instruction;
else
{
float start = realtimeSinceStartup;
var end = start + delay;
while( realtimeSinceStartup < end )
yield return null;
}
}
_lastRequestTimestamp = TimeHelper.realtimeSinceStartup;
}
It might because I'm not proficient in using git. In general, I'm a mess when it comes to things related to the overall solution. I can't even individually git-commit the YoudaoTranslate project into my repository; I can only put the entire folder in.
Additionally, how can I translate using multiple endpoints? Combining multiple translators makes it easier to understand the meaning of the original text.Although I can use alt+1 to view, I cannot save simultaneously to _AutoGeneratedTranslations.txt. And it's really inconvenient to look at that window while playing a fullscreen game.
Adding quotation marks to a sentence can lead to different results. Generally, it may cause the meaning to be less accurate. However, there is a desire for the translated result to include quotation marks to distinguish between dialogue and narration.
Hi, I implemented the YoudaoTranslateEndpoint. Due to my limited coding skills, it took a lot effort. So I hope more people can find it. And here are some issues. I forked your whole project and worked on the implementation and testing based on it. However, when I use
OnBeforeTranslate
, an errorSystem.Security.SecurityException: ECall method must be packaged into the System module
occurs when runningTranslatorTest
, and it tests successfully when I removeOnBeforeTranslate
.However, even with
OnBeforeTranslate
, YoudaoTranslateEndpoint can work fine in Unity games.It might because I'm not proficient in using git. In general, I'm a mess when it comes to things related to the overall solution. I can't even individually git-commit the YoudaoTranslate project into my repository; I can only put the entire folder in. Additionally, how can I translate using multiple endpoints? Combining multiple translators makes it easier to understand the meaning of the original text.Although I can use
alt+1
to view, I cannot save simultaneously to _AutoGeneratedTranslations.txt. And it's really inconvenient to look at that window while playing a fullscreen game.Adding quotation marks to a sentence can lead to different results. Generally, it may cause the meaning to be less accurate. However, there is a desire for the translated result to include quotation marks to distinguish between dialogue and narration.