Search found 14 matches

by OutbackGames
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...
by OutbackGames
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 :)
by OutbackGames
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...
by OutbackGames
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...
by OutbackGames
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.
by OutbackGames
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.
by OutbackGames
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...
by OutbackGames
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
by OutbackGames
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 ...