thanks for the fast and detailed explanation of the current state.
I have not thought about it yet to use scene references in the Dialogue Tree, maybe I was to focused on the BB variables 😉
So I will definitely try this way or maybe I try access the local BB and change the needed variables manually.
Here some details of my plans:
I have implemented a simple persistence manager which allows me to define, use and save global variables (for the whole game, not just for a scene). Additionally scene objects can save and load some of their values with callbacks to it too.
I managed to use this variables using the blackboard, so I can access and change them in any other flow- or behavior graph.
Now I want to use this variables with the Dialogue Tree and BB’s too. For example I want one Dialogue Tree for an NPC which will give different answers or options based on the game progress. And this is the point where my current solution fails, because I can’t access my custom variables of the persistence manager without the blackboard.
Maybe an other way is a custom node to get or set the variables of my persistence manager and skip the usage of the Blackboard variables for this particular case. This could make thinks easier with the other graphs to, because I can skip the binding to the diffrent blackboards and just adress the persistence manager directly.
What do you think? I know it’s not easy to give recommendations without any code here, but maybe you have any other idea 🙂
One other question:
Since I’m creating a 2D game, which also uses the PolyNav asset, are there any plans for more 2D actions for NodeCanvas?
This would be great 🙂
Thanks you very much!
Cheers,
Lutz
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