Missing conversation nodes and having to recreate conversations
Posted: Wed May 08, 2024 8:34 pm
Hello,
I'm having problems with the dialogue system. I'll create nodes in a conversation, play the game to test it, and lots of times the nodes disappear and I have to recreate them. There doesn't seem to be a reliable way to recreate this. Sometimes it works just fine. Other times I'll lose all the nodes. I figure I must be doing something weird, but I've never run into this before. I try and remember to Ctrl-S before playing but I don't always. That doesn't seem to affect wether I'm going to lose nodes though.
Furthermore, sometimes a conversation becomes "uncallable". By that I mean, I trigger all my conversations through script using:
(GetOwner just returns the Transform of the DialogueActor or the speaker failing that. )
And it just doesn't work. No error messages or anything. Just nothing happens. The conversation always looks fine in the editor, it just doesn't work. When this happens I have to delete the conversation and recreate it. Then it'll work. It only happens after I first create the conversation. If the conversation has been in the database for a while this never seems to happen.
When this happens I have to delete the conversation and recreate it. Which, as you'd imagine, gets pretty frustrating.
I've been using the system for a looong time and this has always worked but something has changed and the system has become a little unreliable. I'm 2.2.45 of the Dialogue System and 2022.3.17f1 of Unity.
Any advice on how to make this more reliable? Or what I might be doing wrong or anything?
Thanks,
David
I'm having problems with the dialogue system. I'll create nodes in a conversation, play the game to test it, and lots of times the nodes disappear and I have to recreate them. There doesn't seem to be a reliable way to recreate this. Sometimes it works just fine. Other times I'll lose all the nodes. I figure I must be doing something weird, but I've never run into this before. I try and remember to Ctrl-S before playing but I don't always. That doesn't seem to affect wether I'm going to lose nodes though.
Furthermore, sometimes a conversation becomes "uncallable". By that I mean, I trigger all my conversations through script using:
Code: Select all
DialogueManager.StartConversation(
convName,
PlayerObjTD.Singleton.transform,
GetOwner());
And it just doesn't work. No error messages or anything. Just nothing happens. The conversation always looks fine in the editor, it just doesn't work. When this happens I have to delete the conversation and recreate it. Then it'll work. It only happens after I first create the conversation. If the conversation has been in the database for a while this never seems to happen.
When this happens I have to delete the conversation and recreate it. Which, as you'd imagine, gets pretty frustrating.
I've been using the system for a looong time and this has always worked but something has changed and the system has become a little unreliable. I'm 2.2.45 of the Dialogue System and 2022.3.17f1 of Unity.
Any advice on how to make this more reliable? Or what I might be doing wrong or anything?
Thanks,
David