Search found 14 matches
- Thu Nov 11, 2021 10:40 pm
- Forum: Dialogue System for Unity
- Topic: Skipping to next conversation node in Cinemachine
- Replies: 3
- Views: 604
Re: Skipping to next conversation node in Cinemachine
Came to the forum looking for the same/similar sort of thing, I think what they're trying to do is use the continue button to continue a conversation during a timeline. I'm similarly looking at how I can use the timeline but wait until a conversation is complete before moving on with the timeline. i...
- Tue Aug 24, 2021 10:31 am
- Forum: Quest Machine
- Topic: SaveSystem Loading in Quest nodes as incomplete when previously completed.
- Replies: 6
- Views: 2592
Re: SaveSystem Loading in Quest nodes as incomplete when previously completed.
Just packaging up a reproduction, not sure why but the quest hud doesn't show in this test however, the problem is replicated into a small test scene using UI buttons
- Tue Aug 24, 2021 9:22 am
- Forum: Quest Machine
- Topic: SaveSystem Loading in Quest nodes as incomplete when previously completed.
- Replies: 6
- Views: 2592
- Tue Aug 24, 2021 9:03 am
- Forum: Quest Machine
- Topic: SaveSystem Loading in Quest nodes as incomplete when previously completed.
- Replies: 6
- Views: 2592
Re: SaveSystem Loading in Quest nodes as incomplete when previously completed.
Hi, I will do my best to send a reproduction as soon as I can. The nodes are indeed blue and the test node (for checking whether they've all been talked to) is Green. There are no errors or warnings in the console, besides the warning for Rewired not finding player id #0 (which hasn't caused any iss...
- Tue Aug 24, 2021 8:02 am
- Forum: Quest Machine
- Topic: SaveSystem Loading in Quest nodes as incomplete when previously completed.
- Replies: 6
- Views: 2592
SaveSystem Loading in Quest nodes as incomplete when previously completed.
I've stumbled across an issue and I'm not sure if anyone else here has come across it yet. Whenever I'm loading/saving using the auto saver or using my own load save code; If I quit the application via the editor's run button and load back in, the node states for quest are no longer complete and are...
- Mon Aug 23, 2021 8:52 am
- Forum: Quest Machine
- Topic: Stack Overflow When Changing Scenes v1.2.17
- Replies: 3
- Views: 2132
Re: Stack Overflow When Changing Scenes v1.2.17
Ah that's wonderful to know about the event, I will probably use that to be honest, it will help with me sticking to my patterns.
- Mon Aug 23, 2021 6:40 am
- Forum: Quest Machine
- Topic: Stack Overflow When Changing Scenes v1.2.17
- Replies: 3
- Views: 2132
Re: Stack Overflow When Changing Scenes v1.2.17
Update:
Looks to be related to operation order. Updated the script execution order in the inspector for my game manager script to run after the save system has initialized itself.
Looks to be related to operation order. Updated the script execution order in the inspector for my game manager script to run after the save system has initialized itself.
- Mon Aug 23, 2021 5:30 am
- Forum: Quest Machine
- Topic: Stack Overflow When Changing Scenes v1.2.17
- Replies: 3
- Views: 2132
Stack Overflow When Changing Scenes v1.2.17
(UNITY 2020.2.1f1) I'm coming across a very strange issue in which everything acts perfectly in the ways of loading/saving and displaying the data, however. I am getting a stack overflow on "EnsureRunningOnMainThread" when QM is initializing. The version being used is the most current as I...
- Mon Aug 23, 2021 5:28 am
- Forum: Dialogue System for Unity
- Topic: Alerts Playing Again After Load?
- Replies: 2
- Views: 869
Re: Alerts Playing Again After Load?
Hi sorry for the late reply here, I've got another post coming that will addresses this as a side note.
https://www.pixelcrushers.com/phpbb/vie ... f=9&t=4800
https://www.pixelcrushers.com/phpbb/vie ... f=9&t=4800
- Fri Mar 19, 2021 10:24 am
- Forum: Dialogue System for Unity
- Topic: Alerts Playing Again After Load?
- Replies: 2
- Views: 869
Alerts Playing Again After Load?
I have noticed this a while back and have only just got around to having a look at fixing it. Alerts seem to play again after loading in the data from the PixelCrusher's SaveSystem, regardless of whether it's combined with MMSaveAndLoadManager or not. It's a bit tricky for this post as well, as I'm ...