Tracking and dialogue systems and quests through scenes
Posted: Mon Jul 06, 2015 6:05 am
HI there,
I was wondering if you could explain how to handle the dialogue manager and quest track through different scenes. I've been attempting to learn how to make more my player spawn in certain places in a scene and carry information over from previous scenes with a DoNotDestroyOnLoad script. That being said, I'm noticing that because I previously made Dialogue Manager and Quest Manager prefabs available and customized individually on every scene, that it's starting to conflict and overlap with each other. However, if I just have ONE dialogue manager that carries through every scene, this makes me unable to switch dialogue databases when needed (At the moment, I have a different dialogue database for one or more conversations in different scenes. Is this alright or was I only supposed to have one with all conversations?).
How do I properly handle the dialogue system through multiple scenes?
I was wondering if you could explain how to handle the dialogue manager and quest track through different scenes. I've been attempting to learn how to make more my player spawn in certain places in a scene and carry information over from previous scenes with a DoNotDestroyOnLoad script. That being said, I'm noticing that because I previously made Dialogue Manager and Quest Manager prefabs available and customized individually on every scene, that it's starting to conflict and overlap with each other. However, if I just have ONE dialogue manager that carries through every scene, this makes me unable to switch dialogue databases when needed (At the moment, I have a different dialogue database for one or more conversations in different scenes. Is this alright or was I only supposed to have one with all conversations?).
How do I properly handle the dialogue system through multiple scenes?