Bug (?) with Duplicated conversations and Scene Events

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LeonSA
Posts: 5
Joined: Sat Sep 03, 2022 7:30 pm

Bug (?) with Duplicated conversations and Scene Events

Post by LeonSA »

Hi Tony! I can't seem to find an explanation in the documentation, so I wonder if it's a bug:

I'm trying to duplicate a conversation because that would make work much faster - I'll use the same conversation structure several times. However, even tho the duplicated conversation has its own name and ID, every Scene Event from both the original and the duplicated conversations are linked: any change I make to Scene Events in one of them is also applied to the other one. New nodes work fine, but setting up all Scene Events again will slow me down a lot.

Also, if I may make a suggestion for future updates: is there any chance that Scene Events could be copied/pasted when copying a node? When I paste a node, all events are erased.


Thanks!
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Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bug (?) with Duplicated conversations and Scene Events

Post by Tony Li »

Hi,

Scene events are duplicated as-is, which means they point to the same UnityEvent in the scene. We don't duplicate the UnityEvent because we can't guarantee that the correct scene is open in the editor. We'd need access to that scene to be able to duplicate the UnityEvent. I suppose in version 2.2.33 or 2.2.34 I could look into checking if the correct scene is open. If so, it can duplicate the UnityEvent. If not, it will just log a warning to the Console.
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