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Articy Import workaround?
Posted: Wed Feb 19, 2025 2:19 pm
by mpillit
Im doing my editing in Articy and importing it, all is fine, however some of my nodes have Scene Events. If I go back to Articy to make edits and reimport, Im losing my Scene Events and have to rebuild them each time.
Anyone have ideas on how I might preserve those Scene Events on re-import?
Any ideas would be great.
Thanks,
-M
Re: Articy Import workaround?
Posted: Wed Feb 19, 2025 8:31 pm
by Tony Li
Hi,
When using external editors such as articy:draft, don't use scene events, which are Unity-only. Instead, use sequencer commands and Script fields (i.e., output pins or instruction nodes in articy).
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 12:03 am
by mpillit
Got it, thanks Tony.
-M
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 1:06 am
by mpillit
One last question on this, what would be the correct syntax to use to send this to a Visual Scripting Custom or Unity Event?
Im using this
SendMessage(ShowPanel02,CubeSequenceListener);
But am getting a subject is null error.
I really appreciate the time and help you've given me.
Thanks again.
-M
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 10:15 am
by Tony Li
Hi,
The second parameter is an optional string value to send to the method. The third parameter is the GameObject name. Try this:
Code: Select all
SendMessage(ShowPanel02, , CubeSequenceListener);
This will run ShowPanel02() on the GameObject named CubeSequenceListener.
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 11:39 am
by mpillit
Thanks Tony, that did fix the error but my scriptmachine is not receiving it. Any ideas?
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 12:01 pm
by Tony Li
Hi,
Since you’re using the Visual Scripting package, consider using the VSEvent() Lua function (in output pin or instruction node) or sequencer command:
https://www.pixelcrushers.com/dialogue_ ... ngLuaFuncs
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 2:03 pm
by mpillit
Thanks for this. Sorry to be dense, but
"If you want to invoke a Visual Scripting Custom Event from a dialogue entry node's Script field, add a Dialogue System Visual Scripting Lua component to the Dialogue Manager."
Im not seeing this component. I just tried entering the the Lua function into the Script box, but it throws an exception. Im assuming it needs the component that Im not able to find.
Re: Articy Import workaround?
Posted: Thu Feb 20, 2025 6:50 pm
by Tony Li
Hi,
Please import (double-click) the unitypackage that's in Assets > Plugins > Pixel Crushers > Dialogue System > Third Party Support > Visual Scripting Support.unitypackage.
Re: Articy Import workaround?
Posted: Fri Feb 21, 2025 11:50 am
by mpillit
Perfect! Thanks again for your time!