Dialogue System 1.7.6 Released
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Re: Dialogue System 1.7.6 Released
Ah yes you are right.
Keeping everything in Articy is a little slower for development. When I work on sequences etc in unity I can preview changes instantly/adjust. I sometimes have to add extra blank dialogue nodes etc.
Keeping everything in Articy is a little slower for development. When I work on sequences etc in unity I can preview changes instantly/adjust. I sometimes have to add extra blank dialogue nodes etc.
Re: Dialogue System 1.7.6 Released
While I recommend keeping everything in articy, I'll still add the ability to specify actor IDs in the importer to the roadmap since I think this will address your issue.
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Re: Dialogue System 1.7.6 Released
Awesome thank you!
With Articy I go back and forth on what to do. On a small projects I prefer the speed of editing sequences in editor and not having to keep two Dialogue DB's (Articy, DS) synced. But on my upcoming RPG I'm not sure what to do. I would have to write a custom script to keep them synced probably.
For now I made a separate project with DS source code and wrote a little hack to Articy converter to assign Articy External ID field (Convert to int) as Actor ID. So far nothing blew up so It think it should be fine.
With Articy I go back and forth on what to do. On a small projects I prefer the speed of editing sequences in editor and not having to keep two Dialogue DB's (Articy, DS) synced. But on my upcoming RPG I'm not sure what to do. I would have to write a custom script to keep them synced probably.
For now I made a separate project with DS source code and wrote a little hack to Articy converter to assign Articy External ID field (Convert to int) as Actor ID. So far nothing blew up so It think it should be fine.
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- Joined: Tue Jan 19, 2016 11:37 pm
Re: Dialogue System 1.7.6 Released
Sorry I did run into one problem with this approach.
The source code version of Dialogue DB does not work with DLL version.
To verify that it was not due to my tampering or mistake again.
1) I created a new project, imported DS 1.7.6
2) made a blank database using Right click->Create -> Dialogue System-> Dialogue database.
3) Opened the file everything worked.
4) I then deleted the DLL folder and imported source code.
5) The DB I created cannot be opened now. I closed unity and opened again to make sure.
6) I created new DB with source code version of DS, opened it and it worked.
7) I deleted DS folder completely, and re imported DS from asset store.
The DB I created with DLL version worked, the source code DB didn't.
The source code version of Dialogue DB does not work with DLL version.
To verify that it was not due to my tampering or mistake again.
1) I created a new project, imported DS 1.7.6
2) made a blank database using Right click->Create -> Dialogue System-> Dialogue database.
3) Opened the file everything worked.
4) I then deleted the DLL folder and imported source code.
5) The DB I created cannot be opened now. I closed unity and opened again to make sure.
6) I created new DB with source code version of DS, opened it and it worked.
7) I deleted DS folder completely, and re imported DS from asset store.
The DB I created with DLL version worked, the source code DB didn't.
Re: Dialogue System 1.7.6 Released
This is a hassle that I'll fix in Dialogue System 2.0 next year.
In the meantime, since the GUIDs are different between the DLL version and the script version of the DialogueDatabase, these are the steps to fix the problem:
1. Import the source code and delete the DLLs.
2. Inspect the dialogue database asset, and switch the Inspector to Debug mode. (Click the three-bar icon in the upper right, and change from Normal to Debug.)
3. Drag the DialogueDatabase.cs file into the dialogue database inspector's Script field. You can find DialogueDatabase.cs in Assets/Dialogue System/Scripts/Score/Model-View-Controller/Model/Data.
This reconnects the asset to the DialogueDatabase class.
In the meantime, since the GUIDs are different between the DLL version and the script version of the DialogueDatabase, these are the steps to fix the problem:
1. Import the source code and delete the DLLs.
2. Inspect the dialogue database asset, and switch the Inspector to Debug mode. (Click the three-bar icon in the upper right, and change from Normal to Debug.)
3. Drag the DialogueDatabase.cs file into the dialogue database inspector's Script field. You can find DialogueDatabase.cs in Assets/Dialogue System/Scripts/Score/Model-View-Controller/Model/Data.
This reconnects the asset to the DialogueDatabase class.
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- Joined: Tue Jan 19, 2016 11:37 pm
Re: Dialogue System 1.7.6 Released
Hey! I wanted to try keeping everything in Articy, but I could not find how to do conditions. I don't mean importing Articy's version of conditions, but adding condition field to Dialogue. I tried doing it like Sequences, by adding custom template element to dialogue called Conditions but that just added String called Conditions to dialogue node fields.
Re: Dialogue System 1.7.6 Released
The Dialogue System imports conditions from articy's version of conditions. Can you use them?
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- Joined: Tue Jan 19, 2016 11:37 pm
Re: Dialogue System 1.7.6 Released
Ah That works thanks! By mistake, I thought all conditions would be converted to separate nods, instead of just dedicated condition node in Articy. Dunno why
Re: Dialogue System 1.7.6 Released
Cool; I'm glad it's working for you now.
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Re: Dialogue System 1.7.6 Released
Hey Tony,
I'm super excited that you're going to be supporting Ink, but I have a few questions regarding the integration of it. In the example file, neither story fully display the contents of their associated ink files. It's especially missing large segments with The Intercept.
I'm running Unity 2017.2.0f3 | Ink Unity Integration 0.7.4 | DS 1.7.6
Also can Ink be injected into the CYOA Framework fairly easily? Or the Lifeline Extension?
I'm super excited that you're going to be supporting Ink, but I have a few questions regarding the integration of it. In the example file, neither story fully display the contents of their associated ink files. It's especially missing large segments with The Intercept.
I'm running Unity 2017.2.0f3 | Ink Unity Integration 0.7.4 | DS 1.7.6
Also can Ink be injected into the CYOA Framework fairly easily? Or the Lifeline Extension?