Replies: 1 comment 2 replies
-
You need some way to access the required resources and start nodes. Dialogue resources can be treated like any other resource, so you could just hard code in uid or path references to the desired dialogue resources, then loading them at runtime, if that's all you need out of it. The start node is literally just a string, so any way you can store and read a string works great there. There are any number of ways you could pair the two up if you so wished (array of tuples, custom resources, a dictionary of some sort). I dont know your use case so that's about as much as I can say without more information. |
Beta Was this translation helpful? Give feedback.
2 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
How do I add a dialogue resource at runtime?
I can create an NPC in the editor and add an actionable scene to it which I then edit to the appropriate dialogue resource and dialogue start.
But in code if I make a bunch of random NPCs via add_child(), how do I then tell the actionable which dialogue resource and start to use?
Thanks in advance
Beta Was this translation helpful? Give feedback.
All reactions