Search found 39 matches

by Ultroman
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...
by Ultroman
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?
by Ultroman
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.
DS Settings.png
DS Settings.png (47.16 KiB) Viewed 204 times
by Ultroman
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...
by Ultroman
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...
by Ultroman
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!
by Ultroman
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...
by Ultroman
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 :D
by Ultroman
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...