As you can see from screenshots below, a completely new scene does not have the UILocalizationManager. But the moment I select the TextTable for the QuestContent, the UILocalizationManager appears in the scene.
Search found 37 matches
- Wed Jun 09, 2021 4:42 am
- Forum: Quest Machine
- Topic: UILocalizationManager is being added to the scene
- Replies: 4
- Views: 705
- Wed Jun 09, 2021 2:56 am
- Forum: Quest Machine
- Topic: UILocalizationManager is being added to the scene
- Replies: 4
- Views: 705
Re: UILocalizationManager is being added to the scene
But it does not happen at runtime. It happens in Edit mode when I add QuestContent to the Quest. Whatever scene is open at that time, the UILocalizationManager is added to it
- Tue Jun 08, 2021 11:02 am
- Forum: Quest Machine
- Topic: UILocalizationManager is being added to the scene
- Replies: 4
- Views: 705
UILocalizationManager is being added to the scene
Hi!
For some reason, when I am adding QuestContent, the UILocalizationManager is being added to my hierarchy.
Any ideas why that happens and how to stop that?
For some reason, when I am adding QuestContent, the UILocalizationManager is being added to my hierarchy.
Any ideas why that happens and how to stop that?
- Fri Jun 04, 2021 5:41 am
- Forum: Quest Machine
- Topic: QuestCondition bug report
- Replies: 5
- Views: 870
Re: QuestCondition bug report
Hi Tony! I think there are more issues in regards to the Autostart. I will try to explain it below. So let us consider the following scenario: We have a Quest that has an Autostart QuestCondition The Quest is added to the player's QuestJournal This condition is true at the moment the quest is starte...
- Fri Jun 04, 2021 4:37 am
- Forum: Quest Machine
- Topic: QuestCondition bug report
- Replies: 5
- Views: 870
Re: QuestCondition bug report
Great! Thanks a lot.
- Thu Jun 03, 2021 7:47 am
- Forum: Quest Machine
- Topic: QuestCondition bug report
- Replies: 5
- Views: 870
QuestCondition bug report
Hi again, I have created the previous post where I described my problem. In this post, I want to report the bug. Steps to reproduce the bug: Using an empty Unity project with only QuestMachine imported Locate "Pesky Rabbits" quest Set the "rabbits" counter value to 1 In Autostart...
- Thu Jun 03, 2021 6:05 am
- Forum: Quest Machine
- Topic: Question About QuestCondition
- Replies: 2
- Views: 506
Re: Question About QuestCondition
Right after I have posted this issue, I have checked the CounterQuestCondition and found that it uses almost the same approach. Thus, my question is, do you know why my approach causes the error?
- Thu Jun 03, 2021 6:02 am
- Forum: Quest Machine
- Topic: Question About QuestCondition
- Replies: 2
- Views: 506
Question About QuestCondition
Hi! I require some help with the QuestConditon. What I was trying to achieve, is to have a custom QuestCondition which in StartChecking() would check if the condition is already true, and if it is, then calls SetTrue(). public override void StartChecking(System.Action trueAction) { base.StartCheckin...
- Fri May 28, 2021 11:53 am
- Forum: Quest Machine
- Topic: Problem with custom QuestCondition
- Replies: 2
- Views: 522
Re: Problem with custom QuestCondition
Thank you for your explanation
- Fri May 28, 2021 8:12 am
- Forum: Quest Machine
- Topic: Problem with custom QuestCondition
- Replies: 2
- Views: 522
Problem with custom QuestCondition
Hi again! I am having a small problem where the StopTracking method of QuestCondtion is being called twice after calling SetTrue(). One.png The screenshot above should provide enough context. Please let me know if something is not clear. So after the textEvent is invoked, the console will print &quo...