Search found 9 matches
- Tue Apr 01, 2025 6:49 pm
- Forum: Quest Machine
- Topic: Problems with save system.
- Replies: 5
- Views: 14067
Re: Problems with save system.
Also, If I am using a custom save manager, is there any documentation on how to only save the player's quest journal, i've been trying some approaches but they seem to not work. Or do you think this might be too complex? public QuestJournalData SaveQuestJournalData() { QuestJournalData data = new Qu...
- Tue Apr 01, 2025 6:27 pm
- Forum: Quest Machine
- Topic: Problems with save system.
- Replies: 5
- Views: 14067
Re: Problems with save system.
Hey again Tony, thanks for the reply! It did help, as I didn't get those errors. yet I got this one: Quest Machine: Player Can't find quest guide1. Is it registered with Quest Machine? UnityEngine.Debug:LogError (object,UnityEngine.Object) PixelCrushers.QuestMachine.QuestListContainer:ApplyData (str...
- Tue Apr 01, 2025 2:22 pm
- Forum: Quest Machine
- Topic: Problems with save system.
- Replies: 5
- Views: 14067
Re: Problems with save system.
As aditional info my quest do have a different ID. thanks again!
- Tue Apr 01, 2025 2:18 pm
- Forum: Quest Machine
- Topic: Problems with save system.
- Replies: 5
- Views: 14067
Problems with save system.
Hey Tony, sorry to bother again. I am trying to use the save system, yet I get this errors on start: CloneList<QuestContent>: Element 0 is null in a list in 1 Open and Close Inventory (PixelCrushers.QuestMachine.Wrappers.Quest). and CloneList<QuestContent>: Element 1 is null in a list in 1 Open and ...
- Thu Mar 06, 2025 4:11 pm
- Forum: Quest Machine
- Topic: Creating a counter and assigning it to a condition node through script.
- Replies: 3
- Views: 13038
Re: Creating a counter and assigning it to a condition node through script.
That makes so much sense, thanks !
- Thu Mar 06, 2025 1:28 pm
- Forum: Quest Machine
- Topic: Creating a counter and assigning it to a condition node through script.
- Replies: 3
- Views: 13038
Creating a counter and assigning it to a condition node through script.
Hello everyone, I'm working on a custom random script generator for my project. I've made good progress but am encountering two issues: I need to create a counter with the value mode set to "message" that I can modify. I want to add this counter to the condition node, but despite including...
- Thu Mar 06, 2025 1:19 pm
- Forum: Quest Machine
- Topic: Inconsistent Dialogue UI Behavior Between Editor and Exported Build
- Replies: 4
- Views: 13679
Re: Inconsistent Dialogue UI Behavior Between Editor and Exported Build
I eneded up creating my own manager for guide dialogs as I realized this wasn't the best approach, thanks tho!
- Wed Mar 05, 2025 5:35 pm
- Forum: Quest Machine
- Topic: Inconsistent Dialogue UI Behavior Between Editor and Exported Build
- Replies: 4
- Views: 13679
Re: Inconsistent Dialogue UI Behavior Between Editor and Exported Build
Hey, thanks for the reply ! Yes, it could be as easy as that code, I used to have something like that, but I still get the same Issue. I am using the code so when I reach a specific Node, call this action script and then have the dialog pop up and say something related to that specific node to the p...
- Wed Mar 05, 2025 11:50 am
- Forum: Quest Machine
- Topic: Inconsistent Dialogue UI Behavior Between Editor and Exported Build
- Replies: 4
- Views: 13679
Inconsistent Dialogue UI Behavior Between Editor and Exported Build
Hey Team! I’m experiencing an inconsistent issue with Quest Machine’s dialogue UI in my project. In Editor (Play Mode): The dialogue UI displays the quest text correctly. However, the quest giver’s name and icon are missing from the dialogue display. In Exported Build (Development Build): The quest ...