Saving generated conversations

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
Posts: 22059
Joined: Thu Jul 18, 2013 1:27 pm

Re: Saving generated conversations

Post by Tony Li »

Hi Amy,

Isn't that what the Continue button does? When there's a saved game, the start screen should show Continue and Restart buttons. If there's no saved game, the start screen should show a Start button.
devalus
Posts: 52
Joined: Tue Feb 20, 2018 5:09 pm

Re: Saving generated conversations

Post by devalus »

Hi Tony,

Yes that would be what I'm looking for. Currently when there's a saved game it ignores the continue button and loads straight into game bypassing the start screen. I'm using the Lobby example package, since it has all the features I'm looking for.

I've uploaded a video showing this effect:
https://youtu.be/dDn59o4muS0
Notice how it jumps straight into 1 Gameplay without me clicking anything on 0 Lobby. This only happens when there's a save file.

Cheers,
Amy
devalus
Posts: 52
Joined: Tue Feb 20, 2018 5:09 pm

Re: Saving generated conversations

Post by devalus »

Also, I noticed a strange bug with the Auto Save Load behavior.
When navigating between 1 Gameplay and 0 Lobby, auto save load works as long as I don't leave Unity. However if I alt tab to a different screen and back, for some reason the conversation restarts when navigating back to 0 Lobby and continuing the game.

I recorded this effect:
https://youtu.be/ZaqotLVUECo
You can see that when I leave Unity and back, the conversation resets.

I also made a build and the same thing occurs. Any idea why this is happening?
So sorry with all these problems :( Appreciate your time and help!

Cheers,
Amy
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Tony Li
Posts: 22059
Joined: Thu Jul 18, 2013 1:27 pm

Re: Saving generated conversations

Post by Tony Li »

Hi Amy,

I forgot you were using the Lobby add-on. It requires a little extra script, which you can download in this package:

Textline_LobbyExample_2018-03-04.unitypackage

You only need to import the LobbyMenuButtons.cs script, although you can import the whole thing into a temporary project to see the changes to the "0 Lobby" scene. The changes are:

1. Unticked Auto Save Load's Load On Start checkbox.

2. Added a Continue Button whose OnClick() event calls the Dialogue Manager's GameSaver.LoadGame.

3. Added the LobbyMenuButtons script to the menu Canvas. Assigned Continue Button and Restart Button.

I also put a download link to the Lobby example on the Extras page.
devalus
Posts: 52
Joined: Tue Feb 20, 2018 5:09 pm

Re: Saving generated conversations

Post by devalus »

Hi Tony,

Thanks for this! :D There was an issue where if you quit the game from the 0Lobby screen and hit continue, it will just load the 0Lobby screen again and again. But I was able to fix that so don't worry about it.

Have you had a chance to look at the bug I mentioned in the previous post? It was 2 posts one after the other so you probably didn't see it. I'm still able to reproduce the effect every time: if I leave Unity mid game the conversation resets. (There's a video in my original post to show this happening.)

Cheers,
Amy
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Tony Li
Posts: 22059
Joined: Thu Jul 18, 2013 1:27 pm

Re: Saving generated conversations

Post by Tony Li »

Hi Amy,

That required a tiny fix to the TextlineDialogueUI script. You can download the latest version here or on the Extras page. You only need to import TextlineDialogueUI.cs.
devalus
Posts: 52
Joined: Tue Feb 20, 2018 5:09 pm

Re: Saving generated conversations

Post by devalus »

Awesome! Thanks Tony for your constant help :D
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Tony Li
Posts: 22059
Joined: Thu Jul 18, 2013 1:27 pm

Re: Saving generated conversations

Post by Tony Li »

Happy to help!
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