Quest contents not loading between scenes
Posted: Sat Feb 11, 2023 9:53 pm
Hey Tony,
I'm using the Dialogue System, Quest Machine, Easy Save Integrations and I'm not sure what I'm missing in my set-up, but the Quest data doesn't appear to fully carry through between scenes.
The quest appears in the journal in the first scene as expected When I go to the second scene however, the quest is missing from the journal. The HUD displays the expected quest objective in the second scene. However, it doesn't update as expected when the monster is killed. The debug seems to show that the message is sent as expected. The above seems to imply that it's the actual Quest that isn't carried over (i.e. no listener to receive/ update the message). But I'm not sure what I'm missing.
Note that the original player object (with the quest journal) is NOT in the second scene. I also did not set-up a Dialogue Manager/ Quest Machine in the second scene so it's relying on the persistent object setting (which I assume would have included the Quest contents).
I am using the `SaveSystem.LoadScene`, and have set a bunch of the saver components onto the DialogueSystem as per the demos/ docs based on my understanding. My understanding is that Quest Machine data will be saved via the Dialogue System saver/ intergration. Also the integration of easy save is just to change the persistent data object to an `ES3SavedGameDataStorer` as opposed to the in-built options if I'm using the in-built systems that are linked to the Dialogue System.
The saving appears to work for GameObjects (remains inactive after being set inactive between scenes + using a multi-active saver component).
So overall, I'm wondering what part I'm missing to get the quest contents to transfer to the second scene where the objective is (where the enemy is/ where the message gets sent upon defeat)
Best Regards,
C
I'm using the Dialogue System, Quest Machine, Easy Save Integrations and I'm not sure what I'm missing in my set-up, but the Quest data doesn't appear to fully carry through between scenes.
The quest appears in the journal in the first scene as expected When I go to the second scene however, the quest is missing from the journal. The HUD displays the expected quest objective in the second scene. However, it doesn't update as expected when the monster is killed. The debug seems to show that the message is sent as expected. The above seems to imply that it's the actual Quest that isn't carried over (i.e. no listener to receive/ update the message). But I'm not sure what I'm missing.
Note that the original player object (with the quest journal) is NOT in the second scene. I also did not set-up a Dialogue Manager/ Quest Machine in the second scene so it's relying on the persistent object setting (which I assume would have included the Quest contents).
I am using the `SaveSystem.LoadScene`, and have set a bunch of the saver components onto the DialogueSystem as per the demos/ docs based on my understanding. My understanding is that Quest Machine data will be saved via the Dialogue System saver/ intergration. Also the integration of easy save is just to change the persistent data object to an `ES3SavedGameDataStorer` as opposed to the in-built options if I'm using the in-built systems that are linked to the Dialogue System.
The saving appears to work for GameObjects (remains inactive after being set inactive between scenes + using a multi-active saver component).
So overall, I'm wondering what part I'm missing to get the quest contents to transfer to the second scene where the objective is (where the enemy is/ where the message gets sent upon defeat)
Best Regards,
C