So I tried the RememberCurrentDialogueEntry.cs script, but while I got the debug lines, it never saved anything. I tried putting in the variables and initializing them in case they couldnt be created, but they never changed.
So I tried laying out my dialogue as individual conversations [aka 20 of them] -- one npc line with one set of options. I made a curconvo var to keep track, assuming I could use the script field on a menu option child to set the curconvo to the next linked convo id. The logic appeared to work, as I could hardcode the curconvo to whatever id I wanted the dialogue would jump to [because I had set conditions for that var on the convos] and start there. And yet again, when running the scene, the variable never changed even though I was setting it.
This is all during one running of a scene -- I'm not switching scenes or restarting. I just want to be able to walk away from the npc and come back and jump into the correct point of my conversation based on where I left off.
I've reviewed the demo scene and I feel like I'm doing the same setup as used for killing enemies and checking that value.
