Debugging Conversations during runtime
Posted: Fri Jan 04, 2019 1:21 pm
Hi Tony,
Once my game is finished I'll need to give the build to some testers and I'm thinking about how to add a conversation selector that helps to jump to different conversations during runtime. I have in mind a way to do it with Playmaker, but it's rather tedious (a drop-down UI that fires up as many events as conversations I have, so I need to manually start each conversation one by one .) Is there a way to pass only the ID of the conversation? That I can save in an int variable.
Otherwise, can I suggest for future versions to add a debugger script to add to the scene so this task can easily be done by the non-programmer users?
Thanks!
Once my game is finished I'll need to give the build to some testers and I'm thinking about how to add a conversation selector that helps to jump to different conversations during runtime. I have in mind a way to do it with Playmaker, but it's rather tedious (a drop-down UI that fires up as many events as conversations I have, so I need to manually start each conversation one by one .) Is there a way to pass only the ID of the conversation? That I can save in an int variable.
Otherwise, can I suggest for future versions to add a debugger script to add to the scene so this task can easily be done by the non-programmer users?
Thanks!