Conversation Save Bug

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supadupa64
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Conversation Save Bug

Post by supadupa64 »

This has happened a few times and it's really starting to be frustrating. This happens when I'm working on a conversation in the nodes area. I set up conversation one, do random stuff, go back to conversation one and make a bunch of changes in the nodes area, switch to another conversation, go back to conversation one and all the changes I made are gone. It's all back to where I started before I made changes... It's happened a few times... :shock:

Actually I just noticed it also effects other stuff like quest triggers and things. Any idea what causes this? I'm not closing out of the program and going back or anything. In fact I'm actually saving everything quite often.
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Tony Li
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Re: Conversation Save Bug

Post by Tony Li »

This bug was fixed in version 1.6.2. I'm really sorry about the frustration it caused you and other customers.

I strongly recommend upgrading to version 1.6.2.2, which is on the Pixel Crushers customer download site and should be on the Unity Asset Store in a few days.
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supadupa64
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Re: Conversation Save Bug

Post by supadupa64 »

I'm using 1.6.1.1 atm. I just didn't want to update it because last time I did I had to go through and redo all my dialogue display settings. Didn't take long, but it's just one more thing to do.
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Tony Li
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Re: Conversation Save Bug

Post by Tony Li »

I don't think you'll need to redo any settings this time. It's definitely worth updating, though, to prevent that nasty serialization bug.
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supadupa64
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Re: Conversation Save Bug

Post by supadupa64 »

I screen shot my necromancer ui settings just in case since I figured I'd still have to change it when updating the new patch. I did, just sayin'. I did notice there was a new necromancer ui in the update. All good.
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supadupa64
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Re: Conversation Save Bug

Post by supadupa64 »

I updated to 1.6.2.2. So I'm working on it again and the same thing is happening. I make some changes, do something else, come back and the changes I made aren't there. Some functions aren't work.

You may find this interesting. I haven't had this happen before. Maybe this one conversation is bugged out some how?
1.6.2.2.jpg
1.6.2.2.jpg (189.28 KiB) Viewed 1491 times
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Tony Li
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Re: Conversation Save Bug

Post by Tony Li »

Hi,

Did you get any errors when importing 1.6.2.2? If something else in the project is preventing Unity from compiling, then Unity may continue to use the old version.

Try giving everything a clean start -- close the Dialogue window and exit Unity. Then open the project again in Unity and open the Dialogue window. Keep an eye out for any errors in the console when you start Unity.


I don't follow what's happening in your screenshot. You entered "Look, I type this here..." in the Menu Text field, and it looks like it's showing up in the node.

The rule for what's shown in nodes is:
  • Menu Text
  • If there's no Menu Text, show Dialogue Text.
  • If there's no Dialogue Text either, show <Title>.
If the node's actor (i.e., speaker) is a different actor than the ones assigned to the conversation as a whole, the node will also show the actor's name ("Rammicka" in this case).

Are you seeing different behavior? If something's not working as you expect, can you please give me more details about it?
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supadupa64
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Re: Conversation Save Bug

Post by supadupa64 »

I found out that I had another actor set to the conversation in the outline area for conversations. It's fixed. I just checked what you said. I was wondering why the Rammicka showed on each node.

As far as errors, I had one error when I imported the new 1.6.2.2. It's gone now, but it said something about a GUI trying to be used, but it's gone now or something. That's all I can remember right now.
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Tony Li
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Re: Conversation Save Bug

Post by Tony Li »

That GUI error shouldn't have any effect. Unity was just trying to render a custom editor window (maybe the Dialogue Editor, maybe a different window) while it was recompiling.

I think with a restart of Unity everything should be okay. If you notice any other occurrences where changes don't persist after switching into playmode or recompiling code, let me know. It shouldn't happen now, so there might be something else that we need to look into.
damien
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Re: Conversation Save Bug

Post by damien »

im using 1.6.4 and its happen everytime, im actually stuck setting my conversation and sequence because of this critical bug.

-im writing a dialogue "hello (1)!", i play with a conversation trigger it will display "hello (1)!"
-i change dialogue to "hello (2)!" save scene, save project, move the node to trigger the save, close/open unity, i play with a conversation trigger it will display "hello (1)!"
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