Hi Tony,
Running the deep profiler exposed that it is ShowSubtitle at fault. Since it's a problem that won't affect users and only we, as developers, will have to deal with we're fine just putting up with it. Thanks for your tips!
Search found 4 matches
- Thu Apr 07, 2016 3:02 am
- Forum: Dialogue System for Unity
- Topic: Frame Stuttering on Response
- Replies: 4
- Views: 1058
- Wed Apr 06, 2016 12:36 am
- Forum: Dialogue System for Unity
- Topic: Frame Stuttering on Response
- Replies: 4
- Views: 1058
Re: Frame Stuttering on Response
Hey Tony, edit: Our dialogue manager's debug level is set to "warning". Wanted to give you an update. The Unity profiler isolated the ConversationView script component of the dialogue manager spiking 95% cpu usage each time the scene's conversation would progress to a new node, hence the s...
- Tue Apr 05, 2016 9:13 pm
- Forum: Dialogue System for Unity
- Topic: Frame Stuttering on Response
- Replies: 4
- Views: 1058
Frame Stuttering on Response
I've noticed that the dialogue system is freezing my game for a fraction of a second each time the conversation-in-progress transitions to a new node. At first, I thought my actor portraits were too high-res and it was taking a moment to load them in. I experimented with crunching them down and chan...
- Wed Mar 16, 2016 8:01 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Automatically hide an answer already made.
- Replies: 11
- Views: 2364
Re: [SOLVED] Automatically hide an answer already made.
Hi Tony & All, I apologise if this is a stupid question. When using these variables to hide an answer, does it hide the node called across all conversations or just the individual conversation in which the condition has been input? e.g. If I'm using (Dialog[56].SimStatus ~= "WasDisplayed&qu...