Not a problem, thank you for confirming. We might consider migrating to DS + Yarn Spinner 2 to avoid having to write in two different places.
Maybe put a note in the documentation that Ink doesn't allow for simultaneous conversations (I know this is a niche use-case).
Pete.
Multiple Conversations get mixed
Re: Multiple Conversations get mixed
Excellent point. I'll make that clear in the manual.
Re: Multiple Conversations get mixed
One more quick thing before I stop harassing you.
Yarn Spinner seems to be up and working okay (after some asmdef dramas ), but I'm getting this - I'm not loading any scenes, it's in DontDestroy because the Manager is putting itself there (and the SecondaryDialogueUI is spawned from the OverrideUI component).
Yarn Spinner seems to be up and working okay (after some asmdef dramas ), but I'm getting this - I'm not loading any scenes, it's in DontDestroy because the Manager is putting itself there (and the SecondaryDialogueUI is spawned from the OverrideUI component).
Re: Multiple Conversations get mixed
Hi,
Try making SecondaryDialogueUI into a prefab and assign the prefab to your Override Dialogue UI component.
Try making SecondaryDialogueUI into a prefab and assign the prefab to your Override Dialogue UI component.
Re: Multiple Conversations get mixed
That's exactly what I was doing. But it's okay, I don't get the error if I put the Secondary UI in the DS Trigger itself (rather than an Override component)
Pete.
Pete.
Re: Multiple Conversations get mixed
Hi,
Thanks for the info. I'll look into that. It might be a change introduced in some Unity version. In any case, assigning it to the Dialogue System Trigger's Override Dialogue UI field is just as good!
Thanks for the info. I'll look into that. It might be a change introduced in some Unity version. In any case, assigning it to the Dialogue System Trigger's Override Dialogue UI field is just as good!