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Dialogue System & RFPS

Posted: Thu May 18, 2017 11:14 pm
by thegamerguynz
Hello again...

I have a small issue with trying to have a plain start screen in my game to save and load from.

I dont want the RFPS player in the scene just a plain canvas with save load and quit buttons.

I've tried having no dialogue manager in the scene, it then creates one and on loading the first scene all the settings aren't right.
i've tried having one in the first scene, but then the player doesn't act right in the first gameplay scene.

i've tried having dialogue manager destroy on load, ive tried not destroy on load, how do i get a simple main menu scene with save/load capability???

Re: Dialogue System & RFPS

Posted: Fri May 19, 2017 8:26 am
by Tony Li
Hi,

Put your Dialogue Manager in your main menu scene. Keep "Don't Destroy On Load" and "Allow Only One Instance" ticked. Add a Level Manager component to it. This makes the Dialogue System record the player's current scene in saved games so it will reload that scene when the player loads the game.

You can have another Dialogue Manager in your gameplay scenes so you can playtest them without having to come in from the main menu scene. But keep in mind that when you do come in from your main menu scene the main menu's Dialogue Manager will survive and continue being the active Dialogue Manager.

(BTW, you may also be interested in the Dialogue System Menu Framework on the Extras page.)

If it's still not working when configured as above, please let me know. I can send you a set of example scenes if that'll help.