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Re: Twine import message delay query - Textline
Posted: Thu Jul 30, 2020 1:33 pm
by kelsington
Hi Tony,
I can see this error;
Save System: Loading scene 1 Gameplay
UnityEngine.Debug:Log(Object)
PixelCrushers.<LoadSceneCoroutine>d__97:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
PixelCrushers.SaveSystem:LoadScene(String)
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLoadLevel:Start()
But nothing else
Re: Twine import message delay query - Textline
Posted: Thu Jul 30, 2020 2:13 pm
by Tony Li
Hi,
That error isn't relevant.
Please try closing the Twine import window and reopening it. If you can't see the checkbox in my second image, then it won't split on pipes. (And it also means the patch probably didn't get imported properly.)
Re: Twine import message delay query - Textline
Posted: Fri Jul 31, 2020 7:50 am
by kelsington
Hi Tony,
The import definitely isn't working for me.
I tried to import it from scratch with the latest unity update to make sure there wasn't anything conflicting with my existing project and it still hasn't worked.
I also tried to redownload the patch and import it as a custom package and it just isn't showing the checkbox.
I have added each package in this order:
Dialogue system > menu framework > textline > twine patch
No idea what else I can do sadly. Is there an alternative integration that offers a similar flexibility?
Re: Twine import message delay query - Textline
Posted: Fri Jul 31, 2020 9:37 am
by Tony Li
Hi,
What version of Unity are you using? I'll send you a full project with the patched Twine import window so you can compare it.
The built-in Dialogue Editor is pretty good. It's also designed to take full advantage of all of the Dialogue System's features.
If you don't want to use the built-in editor, and if you can't get the Twine import window to work, the
Import & Export page lists some other options. I don't recommend Ink unless you're already using it. It has a steeper learning curve, especially to make it work with the Dialogue System.
Re: Twine import message delay query - Textline
Posted: Fri Jul 31, 2020 9:54 am
by kelsington
Hi Tony,
I'm on Unity 2019.4.2f1 - Thank you for your support.
I see TalkIt also uses the '|' node split, so if I can't get Twine to work I will attempt this add on
Thanks!
Re: Twine import message delay query - Textline
Posted: Fri Jul 31, 2020 10:49 am
by kelsington
Hi Tony, and anyone else experiencing the same issue
I have resolved this issue with a slight work around.
I am still adding the pipe character '|' between each passage in twine and adding as normal.
Once imported I have discovered that the dialogue system can split nodes automatically by going:
database system > conversations > menu > Split Pipe Into Nodes > process conversation
This then automatically splits the conversation nodes and links the player response to the last node.
Not quite the twine patch but a suitable solution!
Re: Twine import message delay query - Textline
Posted: Fri Jul 31, 2020 1:23 pm
by Tony Li
Hi,
I just sent you the example project in a private message.
The Split Pipes Into Nodes menu item will work in a pinch, but it's less than ideal if you're making frequent changes to your original Twine files. Hopefully the example project will help shed some light on what's going on in your project.