Search found 5 matches

by szczepan
Thu Jul 20, 2023 7:34 pm
Forum: Quest Machine
Topic: Failing quest node
Replies: 3
Views: 724

Re: Failing quest node

Hi, Quest node has 3 states inactive active and true, so it seems there's no option to complete a node unsuccessfully. I'm wondering what's the best way to fail a node - e.g. when I have two branches and player gets to a decision point in one branch, I'd like the whole other branch to fail regardle...
by szczepan
Thu Jul 20, 2023 9:00 am
Forum: Quest Machine
Topic: Failing quest node
Replies: 3
Views: 724

Failing quest node

Quest node has 3 states inactive active and true, so it seems there's no option to complete a node unsuccessfully. I'm wondering what's the best way to fail a node - e.g. when I have two branches and player gets to a decision point in one branch, I'd like the whole other branch to fail regardless of...
by szczepan
Fri May 12, 2023 9:21 pm
Forum: Save System for Opsive Controllers
Topic: Improving saver registration performance
Replies: 1
Views: 6037

Improving saver registration performance

I noticed that on a scene with large number of savers, performance can drop significantly when adding additional savers - in my case when a new object is spawned. This is caused by calling Contains method on a List here: public static void RegisterSaver(Saver saver) { if (saver == null || m_savers.C...
by szczepan
Fri May 12, 2023 12:04 pm
Forum: Quest Machine
Topic: QuestListContainer on disabled GO
Replies: 3
Views: 920

Re: QuestListContainer on disabled GO

Thanks
by szczepan
Thu May 11, 2023 1:36 pm
Forum: Quest Machine
Topic: QuestListContainer on disabled GO
Replies: 3
Views: 920

QuestListContainer on disabled GO

I run into following situation when loading my game: - First saver disables the object (it's an NPC that's temporarily hidden) - Second saver loads quest list and calls AddQuest with delayStartup flag set to true - Unity throws an error in AddQuest method because it won't allow calling StartCoroutin...