lol. I do all those things.
Ok, I'll try a newer version of Unity hopefully that helps until there's a new DS version.
Thanks.
Search found 4 matches
- Wed May 08, 2024 10:48 pm
- Forum: Dialogue System for Unity
- Topic: Missing conversation nodes and having to recreate conversations
- Replies: 3
- Views: 350
- Wed May 08, 2024 8:34 pm
- Forum: Dialogue System for Unity
- Topic: Missing conversation nodes and having to recreate conversations
- Replies: 3
- Views: 350
Missing conversation nodes and having to recreate conversations
Hello, I'm having problems with the dialogue system. I'll create nodes in a conversation, play the game to test it, and lots of times the nodes disappear and I have to recreate them. There doesn't seem to be a reliable way to recreate this. Sometimes it works just fine. Other times I'll lose all the...
- Thu Sep 04, 2014 7:59 pm
- Forum: Dialogue System for Unity
- Topic: Conversations
- Replies: 2
- Views: 2301
Conversations
So poking around some more, this seems to work: public static bool ConversationExists(string title) { List<Conversation> convs = DialogueManager.DatabaseManager.MasterDatabase.conversations; foreach (Conversation c in convs) { if (c.Title == title) return true; } return false; } Is there a better wa...
- Thu Sep 04, 2014 7:31 pm
- Forum: Dialogue System for Unity
- Topic: Conversations
- Replies: 2
- Views: 2301
Conversations
Hey guys, I've been through the docs and I can't seem to find the answer. Is there a way to test if a Conversation exists before trying to call it? The latest thing I've tried is: bool exists = DialogueLua.DoesTableElementExist("Conversation", barkName); Which seems like it should work but...