Twine import message delay query - Textline

Announcements, support questions, and discussion for the Dialogue System.
kelsington
Posts: 24
Joined: Tue Jul 28, 2020 1:33 pm

Re: Twine import message delay query - Textline

Post by kelsington »

Hi Tony,

I can see this error;

Save System: Loading scene 1 Gameplay
UnityEngine.Debug:Log(Object)
PixelCrushers.<LoadSceneCoroutine>d__97:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
PixelCrushers.SaveSystem:LoadScene(String)
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLoadLevel:Start()

But nothing else
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Twine import message delay query - Textline

Post by Tony Li »

Hi,

That error isn't relevant.

Please try closing the Twine import window and reopening it. If you can't see the checkbox in my second image, then it won't split on pipes. (And it also means the patch probably didn't get imported properly.)
kelsington
Posts: 24
Joined: Tue Jul 28, 2020 1:33 pm

Re: Twine import message delay query - Textline

Post by kelsington »

Hi Tony,

The import definitely isn't working for me.

I tried to import it from scratch with the latest unity update to make sure there wasn't anything conflicting with my existing project and it still hasn't worked.

I also tried to redownload the patch and import it as a custom package and it just isn't showing the checkbox.

I have added each package in this order:

Dialogue system > menu framework > textline > twine patch

No idea what else I can do sadly. Is there an alternative integration that offers a similar flexibility?
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Twine import message delay query - Textline

Post by Tony Li »

Hi,

What version of Unity are you using? I'll send you a full project with the patched Twine import window so you can compare it.

The built-in Dialogue Editor is pretty good. It's also designed to take full advantage of all of the Dialogue System's features.

If you don't want to use the built-in editor, and if you can't get the Twine import window to work, the Import & Export page lists some other options. I don't recommend Ink unless you're already using it. It has a steeper learning curve, especially to make it work with the Dialogue System.
kelsington
Posts: 24
Joined: Tue Jul 28, 2020 1:33 pm

Re: Twine import message delay query - Textline

Post by kelsington »

Hi Tony,

I'm on Unity 2019.4.2f1 - Thank you for your support.

I see TalkIt also uses the '|' node split, so if I can't get Twine to work I will attempt this add on :)

Thanks!
kelsington
Posts: 24
Joined: Tue Jul 28, 2020 1:33 pm

Re: Twine import message delay query - Textline

Post by kelsington »

Hi Tony, and anyone else experiencing the same issue

I have resolved this issue with a slight work around.

I am still adding the pipe character '|' between each passage in twine and adding as normal.

Once imported I have discovered that the dialogue system can split nodes automatically by going:

database system > conversations > menu > Split Pipe Into Nodes > process conversation

This then automatically splits the conversation nodes and links the player response to the last node.

Not quite the twine patch but a suitable solution! :)
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Twine import message delay query - Textline

Post by Tony Li »

Hi,

I just sent you the example project in a private message.

The Split Pipes Into Nodes menu item will work in a pinch, but it's less than ideal if you're making frequent changes to your original Twine files. Hopefully the example project will help shed some light on what's going on in your project.
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