Hi Tony,
For some reason CinemachineCameraPriorityOnDialogue event isn't allowing me to assign a camera in the editor. I'm guessing this might have something to do with the wrapper class? Oddly enough, when I try to search for the component after clicking Add Component my editor can't find the class.
It shows up properly in the DialogueSystem sample scene, which isn't using a wrapper.
I confirmed that It's still a public field in the source file, so I'm a little confused to why it's not showing.
Also, is there any easy way I can remove my dependencies on the wrapper classes?
CinemachienCameraPriorityOnDialogueEvent fields not showing (using wrapper class)
Re: CinemachienCameraPriorityOnDialogueEvent fields not showing (using wrapper class)
Hi,
I suspect it's one of the many Unity 2020 inspector bugs. Try closing your Inspector tab and opening a new one. It should look like this:
There's no harm in using the wrapper classes, other than the admitted annoyance of selecting Edit Script and opening the wrapper instead of the base script. (In your code editor, right-click on the base script name and select Go To Definition to open the base script.) But if you want to get rid of the wrapper, you can manually drag the base script into a GameObject's Inspector tab.
The wrapper classes exist to provide seamless compatibility between the paid Asset Store version and free evaluation version of the Dialogue System. Even if you're not using the evaluation version, it can occasionally be useful to send off some of your work, such as a scene or prefab that references Dialogue System components, to a contractor. If the contractor doesn't have a Dialogue System license -- well, suggest that they buy one -- but in the meantime they can open your work using the evaluation version. And any changes they make and send back to you will work with your version.
I suspect it's one of the many Unity 2020 inspector bugs. Try closing your Inspector tab and opening a new one. It should look like this:
There's no harm in using the wrapper classes, other than the admitted annoyance of selecting Edit Script and opening the wrapper instead of the base script. (In your code editor, right-click on the base script name and select Go To Definition to open the base script.) But if you want to get rid of the wrapper, you can manually drag the base script into a GameObject's Inspector tab.
The wrapper classes exist to provide seamless compatibility between the paid Asset Store version and free evaluation version of the Dialogue System. Even if you're not using the evaluation version, it can occasionally be useful to send off some of your work, such as a scene or prefab that references Dialogue System components, to a contractor. If the contractor doesn't have a Dialogue System license -- well, suggest that they buy one -- but in the meantime they can open your work using the evaluation version. And any changes they make and send back to you will work with your version.