Search found 39 matches
- Thu Mar 16, 2023 6:14 am
- Forum: Dialogue System for Unity
- Topic: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
- Replies: 7
- Views: 210
Re: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
Thank you very much! We'll update as soon as we can.
- Wed Mar 15, 2023 10:02 pm
- Forum: Dialogue System for Unity
- Topic: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
- Replies: 7
- Views: 210
Re: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
We're using DS version 2.2.9 and Unity 2021.3.16f1. After an hour of trying to debug PersistentDataManager with no errors being shown, it suddenly started working, and I could confirm that it already had the new quests and their entries in its database, so it didn't need to add anything (it does see...
- Wed Mar 15, 2023 1:44 pm
- Forum: Dialogue System for Unity
- Topic: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
- Replies: 7
- Views: 210
Re: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
Is there anything else I can check for? Is there a sync-method I can call or something?
- Wed Mar 15, 2023 12:12 pm
- Forum: Dialogue System for Unity
- Topic: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
- Replies: 7
- Views: 210
Re: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
Dude, 2 minutes! You are ON IT! <3
Sadly, that option is already ticked.
Sadly, that option is already ticked.
- Wed Mar 15, 2023 12:02 pm
- Forum: Dialogue System for Unity
- Topic: PersistentDataManager.ApplySaveData() removes newly added Quests from new database
- Replies: 7
- Views: 210
PersistentDataManager.ApplySaveData() removes newly added Quests from new database
I'm using PersistentDataManager.ApplySaveData(dialogueSystemData-string) to load my data, and it all works fine, except if I add new Quests and then load a save from before the quests were added. I can't add a Watch for the new quest, and the quest doesn't work despite my calling QuestLog.SetQuestSt...
- Sat Oct 17, 2020 7:37 pm
- Forum: Dialogue System for Unity
- Topic: AlwaysFaceCamera rotation bug
- Replies: 1
- Views: 93
AlwaysFaceCamera rotation bug
In this code in AlwaysFaceCamera.cs, for the code concerning yAxisOnly, you accidentally apply the current x-rotation to both the x and the z of the resulting rotation. private void Update() { if (m_mainCamera == null) m_mainCamera = Camera.main; if (m_mainCamera == null) return; if (rotate180) { if...
- Sat Oct 10, 2020 9:55 pm
- Forum: Dialogue System for Unity
- Topic: IQuestStateListener
- Replies: 16
- Views: 756
Re: IQuestStateListener
You are an absolute godsend, sir!
- Sat Oct 10, 2020 5:39 pm
- Forum: Dialogue System for Unity
- Topic: IQuestStateListener
- Replies: 16
- Views: 756
Re: IQuestStateListener
Sounds good. The inspector for QuestStateListener is pretty bulky :D I've run into a problem which I also made a thread about earlier. Now that I want my quests to start out "grantable", I went to set them as such, but as soon as I click here: 2020-10-10 23_36_41-Window.png it sets it to N...
- Thu Oct 08, 2020 5:02 pm
- Forum: Dialogue System for Unity
- Topic: IQuestStateListener
- Replies: 16
- Views: 756
Re: IQuestStateListener
Thanks, this is perfect! You're the best, dude
- Thu Oct 08, 2020 3:17 pm
- Forum: Dialogue System for Unity
- Topic: IQuestStateListener
- Replies: 16
- Views: 756
Re: IQuestStateListener
Thanks! That's brilliant! And I can also use this method to create a generic "check if all quest entries are success" function to use as a hand-in condition. Two problems left, then. I have a bunch of delivery quests, so I'll have to change the state of the quest entries between being &quo...