Search found 41 matches
- Wed Jun 10, 2015 10:18 am
- Forum: Dialogue System for Unity
- Topic: Properly Disposing DS Through Code
- Replies: 8
- Views: 1782
Re: Properly Disposing DS Through Code
I'm not 100% sure tbh. I would say that a larger portion is more likely from the textures then clearing the LUA. We did have quite a few UI elements.
- Wed Jun 10, 2015 9:06 am
- Forum: Dialogue System for Unity
- Topic: Properly Disposing DS Through Code
- Replies: 8
- Views: 1782
Re: Properly Disposing DS Through Code
Tony,
We were able to free up around 30 - 40mb of RAM using this approach! Thanks a lot!
We were able to free up around 30 - 40mb of RAM using this approach! Thanks a lot!
- Fri Jun 05, 2015 9:12 am
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 5170
Re: Player Sequencor After Alert
Tony,
I just wanted to get back to you to say that worked flawlessly. Thanks!
I just wanted to get back to you to say that worked flawlessly. Thanks!
- Thu Jun 04, 2015 11:06 am
- Forum: Dialogue System for Unity
- Topic: Properly Disposing DS Through Code
- Replies: 8
- Views: 1782
Re: Properly Disposing DS Through Code
Sounds good. We've actually been doing that for testing as well so we don't have to keep coming from other scenes. I will switch our order of operations to the following then after setting Dialogue Manager GameObject to Don't Destroy on Load and Allow Only Instance Save AC Game first Clear LUA Envir...
- Thu Jun 04, 2015 10:10 am
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 5170
Re: Player Sequencor After Alert
Awesome! Once again, thanks for the help! I won't be implementing this today as my focus is on something else, but as soon as I do I will get back to you.
- Thu Jun 04, 2015 10:08 am
- Forum: Dialogue System for Unity
- Topic: Properly Disposing DS Through Code
- Replies: 8
- Views: 1782
Re: Properly Disposing DS Through Code
Thanks for the detailed response. We are definitely going to look into this. I would like to get the most memory that I can squeeze out as possible by clearing as much as possible. After switching to the non-AC minigame we will be coming back to the main game. As such would you say the following ste...
- Wed Jun 03, 2015 5:30 pm
- Forum: Dialogue System for Unity
- Topic: Properly Disposing DS Through Code
- Replies: 8
- Views: 1782
Properly Disposing DS Through Code
Title says it all! :) In our game we are using a combination of Adventure Creator and Dialogue System. During the game we are transitioning from AC using DS to another mini-game we have created that uses neither. I am wondering what is the appropriate way to save and destroy the instance of DS for m...
- Wed Jun 03, 2015 4:20 pm
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 5170
Re: Player Sequencor After Alert
Tony, Thanks for all your help. I will give that option a shot. I was thinking of just setting the time to a really high value. However I just didn't know where to do it. It makes sense now that you would be able to replace the {{end}} snippet. I look forward to hearing back from you regarding the s...
- Wed Jun 03, 2015 2:57 pm
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 5170
Re: Player Sequencor After Alert
Tony, Interestingly enough, that is exactly what I already have. Subtitle Chars Per: 150 Min Subtitle Seconds: 5 Continue Button: Always This is what happens. I have a dialogue node that has this command in it: required AC(MyACCutscene, nowait)@{{end}} That dialogue pop ups and if I count to 5, the ...
- Wed Jun 03, 2015 2:27 pm
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 5170
Re: Player Sequencor After Alert
He Tony, So the suggestion before to use the following code worked well for the Alerts. required AC(MySequence, nowait)@{{end}} You mentioned that {{end}} either waits for OnContinue to be called or for the char/seconds happens first. As I said before, this works great with Alerts however what happe...