destroying the DialogueManager prefab while last node of the conversation being activated
Posted: Wed Mar 31, 2021 6:54 pm
Hello,
I have a conversation that is started in a cinematic driven by the Timeline Continue track.
On the last node of the conversation, I am just loading a new scene without properly closing the conversation by putting an additional Continue track for the last node if that makes sense.
My DialogueManager instance is not persistent so it will be destroyed on UnloadScene.
In Dialogue Node Editor Window, I noticed that the green highlight on the last node went away as I load a new scene.
However, is it a safe way to do it?
Should I always finish the conversation properly before I destroy the DialogueManager?
I have a conversation that is started in a cinematic driven by the Timeline Continue track.
On the last node of the conversation, I am just loading a new scene without properly closing the conversation by putting an additional Continue track for the last node if that makes sense.
My DialogueManager instance is not persistent so it will be destroyed on UnloadScene.
In Dialogue Node Editor Window, I noticed that the green highlight on the last node went away as I load a new scene.
However, is it a safe way to do it?
Should I always finish the conversation properly before I destroy the DialogueManager?