Search found 11 matches

by caltaylor101
Wed Feb 19, 2025 1:29 am
Forum: Dialogue System for Unity
Topic: Missing conversation nodes and having to recreate conversations
Replies: 6
Views: 3249

Re: Missing conversation nodes and having to recreate conversations

Was there ever a fix or update for this?


I'm on Unity 2022.3.20f1, and it sort of randomly happens. I think the safest way is to reopen my project before doing code, but it's hard to work with.


Any version I'll be less likely to have this happen?
by caltaylor101
Thu Dec 12, 2024 10:57 pm
Forum: Dialogue System for Unity
Topic: How To Track Selected Options?
Replies: 3
Views: 602

Re: How To Track Selected Options?

Perfect, exactly what I needed! Thank you so much!
by caltaylor101
Thu Dec 12, 2024 7:25 pm
Forum: Dialogue System for Unity
Topic: How To Track Selected Options?
Replies: 3
Views: 602

How To Track Selected Options?

Hello, I'm using Dialogue System for Unity and would like to track which dialogue options a player has previously selected. Specifically, if a player chooses one of three options (e.g., Option 1), I want that option to present new dialogue the next time the conversation occurs. What is the recommend...
by caltaylor101
Tue Nov 19, 2024 9:29 pm
Forum: Dialogue System for Unity
Topic: Help with Repeatable Conversation and Node Tracking
Replies: 11
Views: 2291

Re: Help with Repeatable Conversation and Node Tracking

This is working for me, so this can be closed if you'd like, I'm just trying to resolve my confusion on the workflow, which I'll probably just need to read the docs more closely for. I think I may have been having a similar issue, or getting confused when using the stack, so I went back to trying th...
by caltaylor101
Tue Nov 19, 2024 6:34 pm
Forum: Dialogue System for Unity
Topic: Help with Repeatable Conversation and Node Tracking
Replies: 11
Views: 2291

Re: Help with Repeatable Conversation and Node Tracking

Sorry been out and haven't been able to return to this project for a few weeks. I'm confused with how it works. So my expected result is that if I run this: _lastConversationStarted = DialogueManager.lastConversationStarted; _lastNodeID = DialogueManager.currentConversationState.subtitle.dialogueEnt...
by caltaylor101
Mon Nov 11, 2024 11:08 pm
Forum: Dialogue System for Unity
Topic: Help with Repeatable Conversation and Node Tracking
Replies: 11
Views: 2291

Re: Help with Repeatable Conversation and Node Tracking

Thanks for the help, I'm still a bit confused but I'm moving forward again :) I think this is resolved. I think I'm confusing myself with the order of execution: Actions to run when the node is spoken. You can use the "..." dropdown menu or enter Lua code directly. NOTE: The Script field r...
by caltaylor101
Mon Nov 11, 2024 9:07 pm
Forum: Dialogue System for Unity
Topic: Help with Repeatable Conversation and Node Tracking
Replies: 11
Views: 2291

Re: Help with Repeatable Conversation and Node Tracking

Hello, thanks for your help! I think my goal might be a little different than what you described. What I’m aiming for is to keep Conversation B as a standalone sequence that can be used across different contexts. Conversation B would act as a reusable “action dialogue” that could be triggered at var...
by caltaylor101
Mon Nov 11, 2024 9:07 pm
Forum: Dialogue System for Unity
Topic: Help with Repeatable Conversation and Node Tracking
Replies: 11
Views: 2291

Re: Help with Repeatable Conversation and Node Tracking

Hello, thanks for your help! I think my goal might be a little different than what you described. What I’m aiming for is to keep Conversation B as a standalone sequence that can be used across different contexts. Conversation B would act as a reusable “action dialogue” that could be triggered at var...
by caltaylor101
Mon Nov 11, 2024 8:58 pm
Forum: Dialogue System for Unity
Topic: Help with Repeatable Conversation and Node Tracking
Replies: 11
Views: 2291

Re: Help with Repeatable Conversation and Node Tracking

Hello, thanks for your help! I think my goal might be a little different than what you described. What I’m aiming for is to keep Conversation B as a standalone sequence that can be used across different contexts. Conversation B would act as a reusable “action dialogue” that could be triggered at var...