Articy Import workaround?
Articy Import workaround?
Im doing my editing in Articy and importing it, all is fine, however some of my nodes have Scene Events. If I go back to Articy to make edits and reimport, Im losing my Scene Events and have to rebuild them each time.
Anyone have ideas on how I might preserve those Scene Events on re-import?
Any ideas would be great.
Thanks,
-M
Anyone have ideas on how I might preserve those Scene Events on re-import?
Any ideas would be great.
Thanks,
-M
Re: Articy Import workaround?
Hi,
When using external editors such as articy:draft, don't use scene events, which are Unity-only. Instead, use sequencer commands and Script fields (i.e., output pins or instruction nodes in articy).
When using external editors such as articy:draft, don't use scene events, which are Unity-only. Instead, use sequencer commands and Script fields (i.e., output pins or instruction nodes in articy).
Re: Articy Import workaround?
Got it, thanks Tony.
-M
-M
Re: Articy Import workaround?
One last question on this, what would be the correct syntax to use to send this to a Visual Scripting Custom or Unity Event?
Im using this
SendMessage(ShowPanel02,CubeSequenceListener);
But am getting a subject is null error.
I really appreciate the time and help you've given me.
Thanks again.
-M
Im using this
SendMessage(ShowPanel02,CubeSequenceListener);
But am getting a subject is null error.
I really appreciate the time and help you've given me.
Thanks again.
-M
Re: Articy Import workaround?
Hi,
The second parameter is an optional string value to send to the method. The third parameter is the GameObject name. Try this:
This will run ShowPanel02() on the GameObject named CubeSequenceListener.
The second parameter is an optional string value to send to the method. The third parameter is the GameObject name. Try this:
Code: Select all
SendMessage(ShowPanel02, , CubeSequenceListener);
Re: Articy Import workaround?
Thanks Tony, that did fix the error but my scriptmachine is not receiving it. Any ideas?
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Re: Articy Import workaround?
Hi,
Since you’re using the Visual Scripting package, consider using the VSEvent() Lua function (in output pin or instruction node) or sequencer command: https://www.pixelcrushers.com/dialogue_ ... ngLuaFuncs
Since you’re using the Visual Scripting package, consider using the VSEvent() Lua function (in output pin or instruction node) or sequencer command: https://www.pixelcrushers.com/dialogue_ ... ngLuaFuncs
Re: Articy Import workaround?
Thanks for this. Sorry to be dense, but
"If you want to invoke a Visual Scripting Custom Event from a dialogue entry node's Script field, add a Dialogue System Visual Scripting Lua component to the Dialogue Manager."
Im not seeing this component. I just tried entering the the Lua function into the Script box, but it throws an exception. Im assuming it needs the component that Im not able to find.
"If you want to invoke a Visual Scripting Custom Event from a dialogue entry node's Script field, add a Dialogue System Visual Scripting Lua component to the Dialogue Manager."
Im not seeing this component. I just tried entering the the Lua function into the Script box, but it throws an exception. Im assuming it needs the component that Im not able to find.
Re: Articy Import workaround?
Hi,
Please import (double-click) the unitypackage that's in Assets > Plugins > Pixel Crushers > Dialogue System > Third Party Support > Visual Scripting Support.unitypackage.
Please import (double-click) the unitypackage that's in Assets > Plugins > Pixel Crushers > Dialogue System > Third Party Support > Visual Scripting Support.unitypackage.
Re: Articy Import workaround?
Perfect! Thanks again for your time!