I'll be releasing an updated integration today that puts the Dialogue System and Quest Machine integrations' actions in their own folder which users can point the Actions Manager to.
AC uses a standard .NET function call to get the list of files in the Actions folder.
For some reason, the list includes ._ActionDialogueSystemVarCheck.cs but not ActionDialogueSystemVarCheck.cs.
Can you please double-check for hidden files? A qui…
Chris - On Macs, files starting with "._" are typically hidden files called resource fork segments. They contain metadata that the Mac filesystem pairs with the actual file. It might make sense to adjust AdventureCreator.RefreshActions() t…
Hi Chris -
Caroline's project is on a Mac.
One of the filenames is ActionDialogueSystemQuestSet.cs.
But AdventureCreator.RefreshActions() is getting the className as ._ActionDialogueSystemQuestSet
This makes it search for "class ._ActionDia…
If it helps, the order of events is:
When a DS conversation starts:
* If Copy AC Variables To Dialogue System is ticked, it copies the values of all AC global and local variables (e.g., "Cast TT Spell") to an equivalent DS variable (e.g.…
Hi @NeoX -
To save the state of the active Dialogue System for Unity conversation, add a Conversation State Saver component to your Dialogue Manager.
Make sure you've also added a Remember Dialogue System component to AC's PersistentEngine as des…
Hi! Is your Canvas set to stretch in all directions? Are you using the Canvas Scaler fix above? This is over 2 years old. I honestly don't know if Chris has already implemented something like this or better into AC itself. If both of those things lo…
Thanks, Chris! @zengusan - From your first post, it sounds like you're already familiar with the Dialogue System. If you don't have a copy, you can download the free evaluation version to test out the Adventure Creator integration first. The Dialogu…
The Dialogue System Extras page will have an updated AC Support package by tomorrow. (The package "Adventure Creator Support 2017-07-11 is not updated for AC 1.58, since AC 1.58 was just released yesterday. There will be a new support package b…
@kyuubi - The Dialogue System Extras page contains an updated integration package that addresses the issue.
When a Dialogue System conversation starts, by default the Dialogue System copies AC's item counts into its own item table so you can check a…
There's an updated support package for Adventure Creator 1.5.1. You can download it on the Dialogue System Extras page or right here: AdventureCreator_Support_2016-05-27.unitypackage
The only thing that changed in the support package is the example …
Sounds good! If you have any questions about using the Dialogue System, or using it with Adventure Creator, just let me know!
BTW, Chat Mapper and articy:draft are commercial products. If you're on a really tight budget, Neverwinter Nights, while a…
Thanks, @Alverik!
@kyuubi - You're welcome to try out the free evaluation version of the Dialogue System: http://www.pixelcrushers.com/dialogue-system-evaluation-downloads/
It's exactly the same as the paid version except it has a watermark and do…
BTW, the Bolt Riley developer pointed out that FitUIToAspectRatio.cs didn't accommodate Canvas Scalers. I updated the script in the Dialogue System's Adventure Creator package. If you don't use the Dialogue System, change your Fit() method to:
void …
> @PixelCrushers too has been having success with AC/Oculus.
We're using keyboard+mouse and gamepad since, as Hormic mentioned, Oculus hasn't released touch controllers yet. AC's support for keyboard+mouse and gamepads works great.
We're also …