loading in middle of the game.
loading in middle of the game.
Hello! i am sorry to bother, but using textline i am stuck
i want to make the game in a one unity scene because resources are not that many.
i made my own start display as start panel ,so i would like to make my start display and textline 3 gameplay connected.
so i edited '3 Gameplay' scene in textline adding my own start panel.
but the problem is... i dont know how to connect this to conversation.
when i click the button on my panel, panel disapears by 'setactive(false)' so i can see the dialogue panel. but nothing happens.
From there i want to start conversation. (like texting to real person)
what should i know to make this happen? TT
i want to make the game in a one unity scene because resources are not that many.
i made my own start display as start panel ,so i would like to make my start display and textline 3 gameplay connected.
so i edited '3 Gameplay' scene in textline adding my own start panel.
but the problem is... i dont know how to connect this to conversation.
when i click the button on my panel, panel disapears by 'setactive(false)' so i can see the dialogue panel. but nothing happens.
From there i want to start conversation. (like texting to real person)
what should i know to make this happen? TT
Re: loading in middle of the game.
What's the reason to use one scene instead of the scenes in the Textline project? It doesn't use any additional resources.
Anyway, to answer your question, if you're only using one scene and you want to start a conversation when the scene starts:
1. Add an empty GameObject.
2. Add a Conversation Trigger to the GameObject, and set its Trigger to OnStart.
3. Select your conversation from the dropdown.
Anyway, to answer your question, if you're only using one scene and you want to start a conversation when the scene starts:
1. Add an empty GameObject.
2. Add a Conversation Trigger to the GameObject, and set its Trigger to OnStart.
3. Select your conversation from the dropdown.
Re: loading in middle of the game.
Oh the reason i use one scene is to minimize my game's size....
Hmmm, if it doesnt need any resource, is there no difference between using one scene and using several scenes? (Cry)
Which do you recommend as an expert? I am beginner learning unity from July.TT...
If i seperate the scene, can i use 'scenemanager.loadscene', right...?
And if one conversation ends such as 'main conversation1'and return lobby scene i made, Can i save all the 'Main conversation 1' in the dialogue scene and then make it start 'conversation 2' when i turn back to '3Gameplay' scene(even if i turned off the app)?
But i dont want to make a 'load' or 'new' button on start page. So when users turn on the app, then users are automatically go in the spot they were before having turned off.
Thanks for kind reply tony!
Hmmm, if it doesnt need any resource, is there no difference between using one scene and using several scenes? (Cry)
Which do you recommend as an expert? I am beginner learning unity from July.TT...
If i seperate the scene, can i use 'scenemanager.loadscene', right...?
And if one conversation ends such as 'main conversation1'and return lobby scene i made, Can i save all the 'Main conversation 1' in the dialogue scene and then make it start 'conversation 2' when i turn back to '3Gameplay' scene(even if i turned off the app)?
But i dont want to make a 'load' or 'new' button on start page. So when users turn on the app, then users are automatically go in the spot they were before having turned off.
Thanks for kind reply tony!
Re: loading in middle of the game.
Hi,
Then download the AutoSaveLoad component ([direct download]) and add it to the Dialogue Manager.
Make sure this is working the way you want. Don't spend time customizing the UI yet. Also don't write a long conversation yet. Just write one short conversation to test.
After this, when you're ready to add your lobby scene, use the steps below. Don't follow them until you've made sure one conversation works the way you want.
1. In your dialogue database, add a Number variable to record which "chapter" the player is in. Let's say you name the variable "Chapter":
2. Create a conversation for each chapter (e.g,. titled "Chapter 1", "Chapter 2", "Chapter 3", etc.). Just make short test conversations for now. Add a condition to the first node to check the chapter variable:
3. In your Main Conversation, add cross-conversation links to each chapter conversation. (Link To > Another Conversation)
To tell the Dialogue System which chapter to play from the lobby, set the Chapter variable. You can do this in a dialogue entry node's Script field.
To return to the lobby, in a dialogue entry node's Sequence field use the LoadLevel() sequencer command. For example:
If you don't want a start page, I recommend using only scene "3 Gameplay". Don't use the other scenes.Yob wrote:But i dont want to make a 'load' or 'new' button on start page. So when users turn on the app, then users are automatically go in the spot they were before having turned off.
Then download the AutoSaveLoad component ([direct download]) and add it to the Dialogue Manager.
Make sure this is working the way you want. Don't spend time customizing the UI yet. Also don't write a long conversation yet. Just write one short conversation to test.
After this, when you're ready to add your lobby scene, use the steps below. Don't follow them until you've made sure one conversation works the way you want.
1. In your dialogue database, add a Number variable to record which "chapter" the player is in. Let's say you name the variable "Chapter":
2. Create a conversation for each chapter (e.g,. titled "Chapter 1", "Chapter 2", "Chapter 3", etc.). Just make short test conversations for now. Add a condition to the first node to check the chapter variable:
3. In your Main Conversation, add cross-conversation links to each chapter conversation. (Link To > Another Conversation)
To tell the Dialogue System which chapter to play from the lobby, set the Chapter variable. You can do this in a dialogue entry node's Script field.
To return to the lobby, in a dialogue entry node's Sequence field use the LoadLevel() sequencer command. For example:
Code: Select all
LoadLevel(Lobby)
Re: loading in middle of the game.
Hi, Tony
I now know how to connect conversations, Thanks!! and components you recommend is great. it fits for my project well!!
but at Sequence, LoadLevel(Lobby) isn't working.
Well,conversation ends then it goes to Lobby, but Button isn't working. At Lobby Scene, i have to go to Gameplay scene again(by LoadScene) when clickng the button. but it isn't working. it works at first time to go to Gameplay scene. but after main conversation, it comes back to lobby, then it doesn't work.
i think something's wrong. also it makes many Lobby (is loading) things in my hierarchy view and stops.
for connecting two scenes smoothly , what should i do?
oh and you said "To tell the Dialogue System which chapter to play from the lobby, set the Chapter variable. You can do this in a dialogue entry node's Script field.". Which conversation should I set the Chapter Variables in? Main conversation at once? or each Chapter ?
Always Thank you for kind reply!!
I now know how to connect conversations, Thanks!! and components you recommend is great. it fits for my project well!!
but at Sequence, LoadLevel(Lobby) isn't working.
Well,conversation ends then it goes to Lobby, but Button isn't working. At Lobby Scene, i have to go to Gameplay scene again(by LoadScene) when clickng the button. but it isn't working. it works at first time to go to Gameplay scene. but after main conversation, it comes back to lobby, then it doesn't work.
i think something's wrong. also it makes many Lobby (is loading) things in my hierarchy view and stops.
for connecting two scenes smoothly , what should i do?
oh and you said "To tell the Dialogue System which chapter to play from the lobby, set the Chapter variable. You can do this in a dialogue entry node's Script field.". Which conversation should I set the Chapter Variables in? Main conversation at once? or each Chapter ?
Always Thank you for kind reply!!
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Re: loading in middle of the game.
Here's an example: yob_lobby_2017-08-08.unitypackage
Since the Textline Dialogue UI automatically saves and resumes the current place in the conversation, I wrote a small script that bypasses this when switching scenes. The script adds a sequencer command named LoadLevelNoSave(sceneName). The lobby's Resume button uses it. The "end of chapter" dialogue entry nodes also use it.
Since the Textline Dialogue UI automatically saves and resumes the current place in the conversation, I wrote a small script that bypasses this when switching scenes. The script adds a sequencer command named LoadLevelNoSave(sceneName). The lobby's Resume button uses it. The "end of chapter" dialogue entry nodes also use it.
Re: loading in middle of the game.
It works Thanks!
Now i can move to lobby and back to conversaion.
when i back to the gameplay, my conversation is deleted and new conversation is started.
As you recommended, i use autoSaveLoad script on my game to keep past conversation like real texting.
So lastly i want to ask you a question is ,,,
Can i go to lobby and come back to the gameplay with keeping my past conversation dialogue on gamplay?
Thanks for your support for dialogue system for unity!
Now i can move to lobby and back to conversaion.
when i back to the gameplay, my conversation is deleted and new conversation is started.
As you recommended, i use autoSaveLoad script on my game to keep past conversation like real texting.
So lastly i want to ask you a question is ,,,
Can i go to lobby and come back to the gameplay with keeping my past conversation dialogue on gamplay?
Thanks for your support for dialogue system for unity!
Re: loading in middle of the game.
That's a little more complicated, and it requires a modification to the script that came with Textline. I'm finishing work for the day, but I can send you something tomorrow. Do you want to be able to go to the lobby as part of the conversation, or as a separate input button?
Re: loading in middle of the game.
Thank you so much
I want to input sepearate "back" button to go to lobby.
Because the flow i am thinking is this:
In the lobby, Several Characters are listed. so i click(touch the screen) one of them and entered the conversation.
and when conversation is finished, 'Back' button on the top- left side is enabled so i can go back to lobby by clicking it.
In the lobby, i choose whom to talk again...
It's mysterious game that find the evidences between several different persons testimony:p
For making each button connected to each character's conversation, it would be better to seperate dialogue data for each person? ( i am worried it makes game size too big :p )
ohh, and if i get out from playmode in the lobby scene, and press play again then it takes me to lobby scene(because it automatically saved) but i can not choose anything. lobbyscene doesn't work like nothing is active.
and i don't know it's related but it keep alarming the error below:
Cannot load scene: Invalid scene name (empty string) and invalid build index -1
UnityEngine.SceneManagement.SceneManager:LoadScene(String)
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLoadLevelNoSave:Start() (at Assets/Dialogue
Thanks for quick reply!
I want to input sepearate "back" button to go to lobby.
Because the flow i am thinking is this:
In the lobby, Several Characters are listed. so i click(touch the screen) one of them and entered the conversation.
and when conversation is finished, 'Back' button on the top- left side is enabled so i can go back to lobby by clicking it.
In the lobby, i choose whom to talk again...
It's mysterious game that find the evidences between several different persons testimony:p
For making each button connected to each character's conversation, it would be better to seperate dialogue data for each person? ( i am worried it makes game size too big :p )
ohh, and if i get out from playmode in the lobby scene, and press play again then it takes me to lobby scene(because it automatically saved) but i can not choose anything. lobbyscene doesn't work like nothing is active.
and i don't know it's related but it keep alarming the error below:
Cannot load scene: Invalid scene name (empty string) and invalid build index -1
UnityEngine.SceneManagement.SceneManager:LoadScene(String)
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLoadLevelNoSave:Start() (at Assets/Dialogue
Thanks for quick reply!
Re: loading in middle of the game.
So the 'Back' button is only enabled when the conversation is finished, correct?Yob wrote:In the lobby, Several Characters are listed. so i click(touch the screen) one of them and entered the conversation.
and when conversation is finished, 'Back' button on the top- left side is enabled so i can go back to lobby by clicking it.
Yes. If the player has a separate SMS conversation with each person, then each one should be a separate Dialogue System conversation.Yob wrote:In the lobby, i choose whom to talk again...
It's mysterious game that find the evidences between several different persons testimony:p
For making each button connected to each character's conversation, it would be better to seperate dialogue data for each person? ( i am worried it makes game size too big :p )
It sounds like your conversation has a Sequence with "LoadLevelNoSave()" without anything in the parentheses. It should be something like "LoadLevelNoSave(Lobby)".Yob wrote:and i don't know it's related but it keep alarming the error below:
Cannot load scene: Invalid scene name (empty string) and invalid build index -1
UnityEngine.SceneManagement.SceneManager:LoadScene(String)
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLoadLevelNoSave:Start() (at Assets/Dialogue
Thanks for quick reply!
The Textline project is designed to run one conversation. It may take me a day or two to put together an example that runs multiple conversations (one per character), but I'll include an example of using LoadLevelNoSave() in it.