Hola!
Just thought I'd drop this here.
It seems that if you rename a Dialogue Conversation after attaching it to other objects, like Quest Machine, it drops the reference.
Would it be possible to assign this to a GUID/UUID, and have a separate field that displays the name?
It seems like a minor thing, but took me a while to figure this one out.
As a (mostly) backend developer by trade, magic strings scare me
When changing Conversation name, does not update in Quest Machine.
Re: When changing Conversation name, does not update in Quest Machine.
I'm not a fan of strings either, but they're necessary in this case to support the variety of external formats that the Dialogue System can import. (A lot of big studios have writers who use tools outside of Unity, such as articy:draft.)
To get around this with other assets -- actors, quests, etc. -- you can assign a permanent Name that can act like a GUID, with a Display Name that you can change at will. Unfortunately tthat's not as practical to do for conversations.
To get around this with other assets -- actors, quests, etc. -- you can assign a permanent Name that can act like a GUID, with a Display Name that you can change at will. Unfortunately tthat's not as practical to do for conversations.
Re: When changing Conversation name, does not update in Quest Machine.
Ah, that makes sense.
Thanks!
Thanks!