what do you mean with you didn´t see the ink integration?
Did you import the native Ink Integratiion and the thirdparty ink support package from the dialogue system?
Hello there! I currently have the following setup: I use a database with all actors/conversation/quests/variables..., and a second database which syncs the quests/items and variables from this database, which I want to call on the server, for every user connecting to the game, so I can achieve serve...
Hi there, thanks for the quick response! So in theory, I can save the whole lua database as a string into a database for my user using string s = PersistentDataManager.GetSaveData(); And restore the state, when using PersistentDataManager.ApplySaveData(s); ? Sorry, there where are so many options, I...
Hey there again! I wrapped my head around the questlog and the override possibilities now. I understand that I can override the SetQuestEntryStateOverride and CurrentQuestEntryStateOverride and it makes perfect sense to the to validate this on the server and then update the questlog on the local mac...
So I came up with a solution that registers set and get functions, and alters a gamestate class on my server. My problem now is, that get functions need to be synchron calls, which makes sense, since the game might lag when I do it asynchron. And the get request takes a few milliseconds and is async...
Hello there! Im absolutely in love with the asset and know the about the save system, and how I save the state on a server if I alter the Storer. What I want to achieve now, is that the client can not directly alter the datase, especially the LUA variables, because I want to use them for saving prog...