I'm updating the bridge script to work more smoothly with AC. I'll try to post a patch tomorrow.
Quick question -- On your bridge script, is "Turn Off Adventure Creator" ticked or unticked?
Thanks! I clicked the star, so hopefully I'll get email notifications from now on.
The Dialogue System for Unity v1.2.3 has been submitted to the Asset Store and is available for immediate download on the customer site.
It's been updated to handle …
Hi everyone,
Sorry for the late response. I don't know how to set up email notifications for this forum. I'll check it more frequently now.
I'll update the integration package and include it in the next version of the Dialogue System, which will be…
BTW, the Dialogue System integration will be published later today. In addition to variables, it also syncs AC inventory so you can add and remove items from inside conversations. You can mix and match AC and Dialogue System conversations to a degre…
Specifically when a game is loaded. The singleton needs to process the data and push it out to other components.
Similarly, when saving, the singleton needs to pull data from other components to generate the string.
Hopefully one last question. :-)
In the demo scene, PlayerMenu calls SaveSystem.SaveGame(_slot) to save the game. Without modifying PlayerMenu.cs, is there a way to tell my singleton to record its state into an AC global variable first?
Likewise, af…
I put spaces around "KickStarter" so the forum wouldn't interpret (left-angle-bracket)KickStarter(right-angle-bracket) as an HTML tag and format it strangely. The code on http://www.iceboxstudios.co.uk/adventure-creator/tutorials/turning-a…
Hi Chris, thanks for replying! It's global data. It's just a string that represents some state data in a singleton. Is there a better way to save global data?
I think by "node" domx means a single "Dialogue: Play speech" item.
I'm working on Dialogue System for Unity integration. Basic integration will use the Dialogue System to run conversations, which scales up pretty well. A Hunga…