Search found 5 matches
- 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...
- 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...
- 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...
- Fri May 12, 2023 12:04 pm
- Forum: Quest Machine
- Topic: QuestListContainer on disabled GO
- Replies: 3
- Views: 920
- 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...