Search found 34 matches

by Raidenthequick
Wed Dec 14, 2022 11:46 pm
Forum: Dialogue System for Unity
Topic: RecordSavedGameData() blocking the main thread
Replies: 5
Views: 470

Re: RecordSavedGameData() blocking the main thread

In the GetRawData() method, I removed the writing of conversations, actors, items, and locations, since I only need to save variables. This reduced the filesize drastically, almost back down to what it was before. Is this going to impact something negatively? I made sure to get rid of those same one...
by Raidenthequick
Wed Dec 14, 2022 9:59 pm
Forum: Dialogue System for Unity
Topic: RecordSavedGameData() blocking the main thread
Replies: 5
Views: 470

Re: RecordSavedGameData() blocking the main thread

I just tried the "raw" setting with a binary serializer and it sped it up quite a lot, almost no delay now, but the save filesize went up by over 100x, which is quite absurd..... I think I'd still rather pursue the non-blocking save between these two options.
by Raidenthequick
Wed Dec 14, 2022 9:47 pm
Forum: Dialogue System for Unity
Topic: RecordSavedGameData() blocking the main thread
Replies: 5
Views: 470

RecordSavedGameData() blocking the main thread

Whenever my game saves it blocks the main thread for a brief second or so. I'm already spawning a separate thread for the actual file writing but no help. So I profiled what the problem was and it was RecordSavedGameData(), most of which is the DialogueSystemSaver generating a very large string for ...
by Raidenthequick
Wed May 20, 2020 5:58 am
Forum: Dialogue System for Unity
Topic: Importing articy draft strips
Replies: 40
Views: 7024

Re: Importing articy draft strips

I ended up digging into this more. I was right that lua doesn't like "PixelCrushers.DialogueSystem.LuaTableWrapper", as this is a C# typename that doesn't belong in lua. I traced it down to GetFieldValueString, so I added a type handler for a table WITHIN a table. private static string Get...
by Raidenthequick
Wed Apr 15, 2020 10:48 pm
Forum: Dialogue System for Unity
Topic: Importing articy draft strips
Replies: 40
Views: 7024

Re: Importing articy draft strips

That worked! Thanks! The only thing now about it is that InitializeSubtables() appears to throw an error every time it's called. The exception message is: "Lookup of field 'DialogueSystem' in the table element failed because the table element itself isn't in the table." When I inspect the ...
by Raidenthequick
Wed Apr 15, 2020 12:37 am
Forum: Dialogue System for Unity
Topic: Importing articy draft strips
Replies: 40
Views: 7024

Re: Importing articy draft strips

Hi, that helped, I found a point where it's resetting as you said. I checked the call stack and it was during this code: /// <summary> /// Loads a saved game by applying a saved-game string. /// </summary> /// <param name='saveData'> /// A saved-game string previously returned by GetSaveData(). /// ...
by Raidenthequick
Tue Apr 14, 2020 5:03 pm
Forum: Dialogue System for Unity
Topic: Importing articy draft strips
Replies: 40
Views: 7024

Re: Importing articy draft strips

I don't believe we have any more than one Dialogue Manager. How would I check this to be certain? I breakpointed at Awake() on DialogueSystemController and it only ran once. I'll explain a bit more about the difference between the two configurations. There are primarily 2 scenes that matter here, on...
by Raidenthequick
Mon Apr 13, 2020 10:28 pm
Forum: Dialogue System for Unity
Topic: Importing articy draft strips
Replies: 40
Views: 7024

Re: Importing articy draft strips

Hi Tony, Thank you for your hard work on this so far. I now have a problem regarding these strips and I'm wondering if you could provide some guidance. When we launch our game like normal in the editor with all our scenes pre-loaded in, the strips work fine. However, when testing from a fresh launch...
by Raidenthequick
Sun Mar 22, 2020 3:13 am
Forum: Dialogue System for Unity
Topic: Timing issues regarding sequences & conversation flow
Replies: 5
Views: 681

Re: Timing issues regarding sequences & conversation flow

Thanks, that seemed to fix it!

I hadn't seen Awake being used anywhere in the docs or anything, so hadn't even considered it. Is it best practice to use Awake in general for seq commands? Since things fire a little faster.