Search found 18 matches
- Sat Apr 16, 2016 8:55 am
- Forum: Dialogue System for Unity
- Topic: Stackoverflow exception Tools.GameObjectHardFind
- Replies: 6
- Views: 1083
Stackoverflow exception Tools.GameObjectHardFind
After I call DialogueManager.StartConversation("name_conversation") I get the following error: StackOverflowException PixelCrushers.DialogueSystem.Tools.GameObjectHardFind (UnityEngine.GameObject item, System.String str, Int32 index) PixelCrushers.DialogueSystem.Tools.GameObjectHardFind (U...
- Sat Apr 16, 2016 4:31 am
- Forum: Dialogue System for Unity
- Topic: Adding nodes to conversation at runtime
- Replies: 4
- Views: 1374
Re: Adding nodes to conversation at runtime
I already fixed it by using the OnApplicationQuit() method from Unity. The problem was that the OnDestroy in the DialogueManager ran before the OnDestroy on my own objects which made the instance for the databse null. So, I found out that OnApplicationQuit runs BEFORE OnDestroy for some reason so I ...
- Fri Apr 15, 2016 7:26 am
- Forum: Dialogue System for Unity
- Topic: Adding nodes to conversation at runtime
- Replies: 4
- Views: 1374
Re: Adding nodes to conversation at runtime
Thanks a lot, I made a couple of changes based on what you said. I added the Record() and Apply() when reloading the database and I changed my "new DialogueEntry()" line with the one you presented that uses the Template class. These things seem to have fixed it! The only thing left to do i...
- Thu Apr 14, 2016 6:05 am
- Forum: Dialogue System for Unity
- Topic: Adding nodes to conversation at runtime
- Replies: 4
- Views: 1374
Adding nodes to conversation at runtime
I've been trying to create a small dynamic system for a game I'm working on where conversations can be altered at runtime. At the moment I'm trying to figure out why something's going wrong when adding a new node to a conversation. For some reason the link doesn't seem to connect properly. The first...
- Tue Mar 29, 2016 4:58 am
- Forum: Dialogue System for Unity
- Topic: Using custom input instead of basic Unity keycodes and InputManager
- Replies: 3
- Views: 1622
Re: Using custom input instead of basic Unity keycodes and InputManager
Thanks a lot This is much easier then expected
- Mon Mar 28, 2016 10:44 am
- Forum: Dialogue System for Unity
- Topic: Using custom input instead of basic Unity keycodes and InputManager
- Replies: 3
- Views: 1622
Using custom input instead of basic Unity keycodes and InputManager
I'm trying to figure out if there's a way to override the way that the Dialogue System Controller checks if the cancel button has been pressed. I'm using Rewired for the input in my game and I would like to be able to connect it to the Dialogue System. I've found that I can setup a regular KeyCode o...
- Thu Mar 10, 2016 7:45 am
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Using a variable as a string in the Quest[] list?
- Replies: 3
- Views: 864
Re: Using a variable as a string in the Quest[] list?
Thanks for the reply! I figured it out in the meantime. It was indeed the problem that my quest name had spaces and I was thinking that the system would catch that for some reason (which was stupid). Removed spaces and everything is working correctly!
- Thu Mar 10, 2016 3:59 am
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Using a variable as a string in the Quest[] list?
- Replies: 3
- Views: 864
[SOLVED] Using a variable as a string in the Quest[] list?
I'm trying to create a "modular" dialogue tree where there will be information given based on a global variable that will be set with the quest name. So the dialogue tree will be filled in with it's description and such. Now, I had it working if I did it like this (harcoded): Quest["N...