Search found 39 matches
- Fri Feb 06, 2015 6:51 am
- Forum: Dialogue System for Unity
- Topic: 64 bit support
- Replies: 8
- Views: 2026
64 bit support
It ended up at 1.2mb but I have now e-mailed you the xcode log file. I'll try to get one from unity and do a diff on the two of the logs to see if that shows anything interesting.
- Fri Feb 06, 2015 5:58 am
- Forum: Dialogue System for Unity
- Topic: 64 bit support
- Replies: 8
- Views: 2026
64 bit support
Ah yes sorry, I am building IL2CPP for 64 bit iOS, I'm just rebuilding again now for it and will send you the logs asap.
- Fri Feb 06, 2015 3:16 am
- Forum: Dialogue System for Unity
- Topic: 64 bit support
- Replies: 8
- Views: 2026
64 bit support
Oh and I have switched to using source now and will reconnect all my NPC's manually when I get it working. I'm just not too sure about what to try next to get it working on device
- Fri Feb 06, 2015 3:11 am
- Forum: Dialogue System for Unity
- Topic: 64 bit support
- Replies: 8
- Views: 2026
64 bit support
Thank you -
This sort of message is typical of the kind of errors I'm getting with IL2CPP builds:
http://pastebin.com/iqBUSLfE
I tried using NLua but that didn't go so well for me, I'll keep trying to get things working though
This sort of message is typical of the kind of errors I'm getting with IL2CPP builds:
http://pastebin.com/iqBUSLfE
I tried using NLua but that didn't go so well for me, I'll keep trying to get things working though
- Thu Feb 05, 2015 1:03 pm
- Forum: Dialogue System for Unity
- Topic: 64 bit support
- Replies: 8
- Views: 2026
64 bit support
Oh and with NLua and building for 32 bit in XCode I'm getting an error: "ld: library not found for -llua52"
- Thu Feb 05, 2015 11:16 am
- Forum: Dialogue System for Unity
- Topic: 64 bit support
- Replies: 8
- Views: 2026
64 bit support
After updating to Unity 4.6.2 I've been having some troubles with Lua, it doesn't seem to recognize that Lua variables are intialized and will break very easily. To remedy this I'm trying to use NLua but that has some build errors (which I've reported to Unity and hoping they can sort it out). Has a...
- Sat Jan 24, 2015 10:34 pm
- Forum: Dialogue System for Unity
- Topic: SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
- Replies: 4
- Views: 1368
SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
I just realised that I've not reviewed this yet in the Asset Store! There is no way my game would be nearly complete without it so I'll go and do that now
- Sat Jan 24, 2015 10:34 pm
- Forum: Dialogue System for Unity
- Topic: SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
- Replies: 4
- Views: 1368
SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
On looking further into it, it was pretty dumb what I was doing, the "Actor" and the "Conversant" were the same, even just setting the Actor to "Player" and the Conversant to "None", makes it all work properly. http://i.imgur.com/Ck0A0c1.jpg is a screenshot wh...
- Sat Jan 24, 2015 1:24 pm
- Forum: Dialogue System for Unity
- Topic: SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
- Replies: 4
- Views: 1368
SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
Hello! I'm trying to do a conversation where if the user walks out of an area, the player character speaks to themself saying "Oh I promised I'd help out Ted" and then they're forced back into the area where they need to complete the quest. To achieve this I'm using OnConversationEnd in Se...
- Sun Jan 18, 2015 6:30 am
- Forum: Dialogue System for Unity
- Topic: CSV Export, to CSV Import = Conditions and Scripts switched around.
- Replies: 1
- Views: 722
CSV Export, to CSV Import = Conditions and Scripts switched around.
As the subject suggests, on exporting to a csv file, and then reimporting, all of my conditions for conversations become scripts, and all the scripts become conditions, which obviously leads to syntax errors Found because, due to an annoying copy and paste issue from google docs, I'm having to go th...