Save System Question ;)

Announcements, support questions, and discussion for the Dialogue System.
User avatar
HawkX
Posts: 147
Joined: Mon Feb 27, 2017 1:50 pm
Location: Quebec
Contact:

Re: Save System Question ;)

Post by HawkX »

hahaha AWESOME!!

You REALLY do think of everything!! Seriously, all of your assets are so solid and polished! :)

Thanks for everything you do!!
User avatar
Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Save System Question ;)

Post by Tony Li »

Happy to help! :-)
User avatar
HawkX
Posts: 147
Joined: Mon Feb 27, 2017 1:50 pm
Location: Quebec
Contact:

Re: Save System Question ;)

Post by HawkX »

Update :

After moving the duplicate outside, renaming it, and editing the commented out part,

I am getting an error that "Saver" does not exist... (see image) anything i did wrong? :)
Attachments
error.jpg
error.jpg (131.46 KiB) Viewed 1090 times
User avatar
Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Save System Question ;)

Post by Tony Li »

Hi,

Are you using assembly definitions? If so, then you may need to assign the PixelCrushers assembly definition file (asmdef) to the asmdef that contains your duplicate.

If that doesn't help, then in Unity select Edit > Preferences. On the External Tools tab, click Regenerate Project Files.
User avatar
HawkX
Posts: 147
Joined: Mon Feb 27, 2017 1:50 pm
Location: Quebec
Contact:

Re: Save System Question ;)

Post by HawkX »

Yes I am using a assembly ref... however there is no asmdef for pixelcrusher anywhere in that folder...

I tried to create one, but then i got so many errors with cinemachine and other stuff that i just removed it..

my next try was creating a pixelcrusher folder in my scripts, then moving both "scripts and wrapper" from the plugin folder to my scripts folder...

THIS... also didnt work and broke so many things too... lol... (im trying) ;)

Then i noticed there was a scripts and wrapper in both common AND dialogue system subfolder...

So I tried making 2 subfolder and moving both of those ;)

That reduced the number of errors from a thousands to 3... which were all cinemachine... because i didnt have the assembly ref in mine... which i added...

And somehow, everything now works fine!!! :lol:
AND my "saver" class also works! :)
User avatar
Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Save System Question ;)

Post by Tony Li »

Alright, I'm glad it's working now. :-)

Asmdefs are nice, but they can be a headache sometimes. If you decide to use the Dialogue System's asmdefs in the future and want to get rid of those TMPro and Cinemachine errors, just inspect the PixelCrushers and DialogueSystem asmdefs and assign the TextMeshPro and Cinemachine asmdefs to them.
User avatar
HawkX
Posts: 147
Joined: Mon Feb 27, 2017 1:50 pm
Location: Quebec
Contact:

Re: Save System Question ;)

Post by HawkX »

This will most likely screw us completely if there ever is any new update to the dialogue system we want to get however...
but i'll deal with that when the time comes! :)

Sorry for being such a noob even after all those years ;)
User avatar
HawkX
Posts: 147
Joined: Mon Feb 27, 2017 1:50 pm
Location: Quebec
Contact:

Re: Save System Question ;)

Post by HawkX »

Update (just in case anyone ever do a search and end up finding this topic) ;)

I had to create a new separate folder called "EditorOnly" and in there, make those 4 subfolders
PixelCrusher\Common\Scripts // Wrapper
PixelCrusher\DialogueSystem\Scripts // Wrapper

Then move all 4 "editors" folder from their original position into this new one...

Then create a new Assembly Reference for that "Editor Only" which i set to include (ONLY : Editor)

Otherwise the game build would not compile at all anymore...
User avatar
Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Save System Question ;)

Post by Tony Li »

If that works, it works. :-)

If you ever want to adjust your approach there in the future, I recommend putting the Dialogue System files back in their original locations in Plugins. Then import Assets / Plugins / Pixel Crushers / Dialogue System / Scripts / DialogueSystemAssemblyDefinitions.unitypackage to add the Dialogue System asmdefs.

Inspect the asmdefs (DialogueSystem and PixelCrushers) and, from the Packages section of your Project view, assign any prerequisite asmdefs that it will need, such as Unity.TextMeshPro, Unity.Cinemachine (if you've enabled the Dialogue System's Cinemachine support), etc.

Finally, assign the PixelCrushers and DialogueSystem asmdefs to your own custom asmdefs.
User avatar
HawkX
Posts: 147
Joined: Mon Feb 27, 2017 1:50 pm
Location: Quebec
Contact:

Re: Save System Question ;)

Post by HawkX »

ohhhhh so your asmdef is in an optional unity package!!! that makes sense! :)

hahaha... yeah that could have been a lot "cleaner"

but as you said, "if it works, it works"... so i'm not touching it again for now!
(but i'll totally keep this as bookmark if i ever need to revisit this)
Post Reply