Ink EntryPoint picker & includes - bug
Re: Ink EntryPoint picker & includes - bug
That's a good idea. Maybe group submenus by filename? It may need to be path and filename if you have 001/Story/Dialogues.ink and 002/Story/Dialogues.ink. (I'll need to check the feasibility before committing to that solution.)
Re: Ink EntryPoint picker & includes - bug
Yeah, I don't know what would be the best idea. Another one that I've had was to maybe group it by the segments of the path of the included file? It would then mimic the filesystem structure.
But no matter what option you'll choose I am sure it will be really useful for me
But no matter what option you'll choose I am sure it will be really useful for me
Re: Ink EntryPoint picker & includes - bug
Hi Tony!
Is there any news regarding this?
Is there any news regarding this?
Re: Ink EntryPoint picker & includes - bug
Hi,
I'm trying to get it into the next version (2.2.15). It will probably be a compiler option, where you'd need to select menu item Edit > Project Settings -> Player > Other Settings and add "INK_FULLPATHS" to Scripting Define Symbols. This way it won't break existing projects whose links refer to the short names of stories, knots, and stitches.
I'm trying to get it into the next version (2.2.15). It will probably be a compiler option, where you'd need to select menu item Edit > Project Settings -> Player > Other Settings and add "INK_FULLPATHS" to Scripting Define Symbols. This way it won't break existing projects whose links refer to the short names of stories, knots, and stitches.
Re: Ink EntryPoint picker & includes - bug
thanks for the info! Can't wait!
Re: Ink EntryPoint picker & includes - bug
Hi Tony!
I was pretty excited to try the newest version of ink integration package because of the INK_FULLPATHS, but sadly it doesn't work for me. I've got one master file that have a bunch of ink includes in it. I was hoping to get the each included file in separate option menu for the entry point picker. I think that you include only those assets on a story level. Ink creators strongly suggests to have only one story file and every other thing should be include.
The way that is currently working is like on the screenshot below (I added symbol, restarting the editor of course):
it is really difficult to work with a rather complex story with a lot of includes. Notice that the list cannot fit the entire screen (I am betting it is about 10 times bigger than my current 1080p screen).
I was pretty excited to try the newest version of ink integration package because of the INK_FULLPATHS, but sadly it doesn't work for me. I've got one master file that have a bunch of ink includes in it. I was hoping to get the each included file in separate option menu for the entry point picker. I think that you include only those assets on a story level. Ink creators strongly suggests to have only one story file and every other thing should be include.
The way that is currently working is like on the screenshot below (I added symbol, restarting the editor of course):
it is really difficult to work with a rather complex story with a lot of includes. Notice that the list cannot fit the entire screen (I am betting it is about 10 times bigger than my current 1080p screen).
Re: Ink EntryPoint picker & includes - bug
Hi,
Let's double check that the symbol actually took effect. Please open DialogueSystemInkTriggerEditor.cs in your code editor (double-click the script in Unity's Project view) and jump to the bottom. Is the first condition part (green below) being used and not the second?
I replicated the folder structure in your first post, and this is what the picker looks like:
(In the screenshot above, I stopped drilling down into the submenus at 001.)
Let's double check that the symbol actually took effect. Please open DialogueSystemInkTriggerEditor.cs in your code editor (double-click the script in Unity's Project view) and jump to the bottom. Is the first condition part (green below) being used and not the second?
I replicated the folder structure in your first post, and this is what the picker looks like:
(In the screenshot above, I stopped drilling down into the submenus at 001.)
Re: Ink EntryPoint picker & includes - bug
yeah, the symbol is being picked up correctly. However the entrypoint picker structure is like in my screenshot. I've actually changed my ink layout to have one level deep, so it is more like this now:
And I imagined that I will be able to pick knots separately from each ink file that is being included.
Code: Select all
// Level 001
INCLUDE ../Levels/Singleplayer/001 XXX/001 XXX/Story/001.ink
// Level 003
VAR TeamMemberLeftBehind = "them"
VAR ChosenPath = "none"
VAR LeaderChoice = "none"
VAR WomanWarningChoice = "none"
INCLUDE ../Levels/Singleplayer/003 YYY/Story/Dialogues/01_village.ink
INCLUDE ../Levels/Singleplayer/003 YYY/Story/Dialogues/02_crossroads.ink
INCLUDE ../Levels/Singleplayer/003 YYY/Story/Dialogues/03_direct_path.ink
INCLUDE ../Levels/Singleplayer/003 YYY/Story/Dialogues/04_frozen_forest.ink
INCLUDE ../Levels/Singleplayer/003 YYY/Story/Dialogues/05_cave.ink
INCLUDE ../Levels/Singleplayer/003 YYY/Story/Dialogues/06_village.ink
Re: Ink EntryPoint picker & includes - bug
Hmm, I'll try to reproduce that structure and figure out what's different.
Re: Ink EntryPoint picker & includes - bug
Please let me know if I can do anything to help