Articy v2 output pins issue after updating DS to v2.2.48
Posted: Wed Oct 16, 2024 4:24 am
[Unity 2021.3.42f1 - DS v2.2.48 - AC v1.81.7]
Hi Tony,
I was looking forward to try the new DS update for its feature of enabling me to import updated localization CSVs at runtime.
So I just updated and upon importing the project's Articy XML file, I started getting a lot of Debug.LogErrors that go like the following:
Can't find output pin 0x0100000000019EA2 for connection [0x0100000000019E93/0x0100000000019EA2]-->[0x0100000000019E94/0x0100000000019E95]
As a side effect, conversations in my game stopped working altogether.
I understand what these IDs are, but this makes it impossible to navigate, as you can't really search by ID on Articy (at least not on the v2).
For DS/Articy workaround reasons that now I can't even really trace back to, as this project has now been in development for years, there are a lot of "hanging" output pins in our game and also a lot of conversations that have no defined start and just a bunch of "loose" input hubs (they are conversations that have multiple hubs that are reached from a jump within another conversation).
Still, in the Dialogue Database I have "loose" START nodes even though they are not "loose" in Articy, as per this example
If needed, I can send you my edited ArticyConverter script, that I have been editing since the beginning to customize it properly for this project and that I always try to carefully merge with the updated original source you provide with each new version.
Thanks a lot as always,
Chris
Hi Tony,
I was looking forward to try the new DS update for its feature of enabling me to import updated localization CSVs at runtime.
So I just updated and upon importing the project's Articy XML file, I started getting a lot of Debug.LogErrors that go like the following:
Can't find output pin 0x0100000000019EA2 for connection [0x0100000000019E93/0x0100000000019EA2]-->[0x0100000000019E94/0x0100000000019E95]
As a side effect, conversations in my game stopped working altogether.
I understand what these IDs are, but this makes it impossible to navigate, as you can't really search by ID on Articy (at least not on the v2).
For DS/Articy workaround reasons that now I can't even really trace back to, as this project has now been in development for years, there are a lot of "hanging" output pins in our game and also a lot of conversations that have no defined start and just a bunch of "loose" input hubs (they are conversations that have multiple hubs that are reached from a jump within another conversation).
Still, in the Dialogue Database I have "loose" START nodes even though they are not "loose" in Articy, as per this example
If needed, I can send you my edited ArticyConverter script, that I have been editing since the beginning to customize it properly for this project and that I always try to carefully merge with the updated original source you provide with each new version.
Thanks a lot as always,
Chris