Hey! Just to notify something that surprised me and not sure if it is expected to behave like that or is a bug. When activating the show invalid entries I get the behavior that invalid entries are automatically chosen when there is only one player entry and the player entry is evaluated first: Untit...
In other cases I would keep those options separate but here having to keep only one visible and disabled It gets too cumbersome to manage the logic for each option for only having different text.
Hello, I'm trying to have some more control over the text of responses without having to create another node as de conditions get quite a bit more complicated with multiple nodes. Something like this for example: example-burritos.png The response of cheese burritos may have different disabled text d...
Sorry for the huge delay, I only ended up doing this: contextMenu.AddSeparator(string.Empty); contextMenu.AddItem(new GUIContent("Play From Here..."), false, PlayConversationFromEntry, currentEntry.id); if (customSetupDialogueEntryNodeContextMenu != null) customSetupDialogueEntryNodeContex...
I was not aware of those hooks, sadly are not in the places I need. (I want to add them to the context menu of a dialogue entry node). But that is much better for modifying the source code, I'll just add more hooks to the DialogueEditorWindowDelegates file
Hi, I'm trying to add more options to the node Editor to make iterations faster for our game. I managed to do the change required by modifying the DialogueEditorWindowConversationNodeEditor.cs file and adding a empty method so I can get an error if an update overrides my changes. .... AddCustomOptio...
Well this is hopefully the last post I will have send about this :roll:. Finally after updating to unity 2023.2.2f1 from 2023.2.1f1 all the performance issues are gone even if I try very hard for them to appear. Sad unity is so much like a black box not sure what change they did for this to be solve...