Closed hsandt closed 3 weeks ago
On a side note, it may be nice to add the corresponding page to the documentation "Register character to play timeline/dialogue". Then we could add all the caveats there, such as the need to classic Load the .dch file.
Hey, I've noticed this before, it's the same with timelines (.dtl) files. I assume that the godot QuickOpen simple lists .tres and .res files, so our custom file extension messes it up, but I'm not certain.
The problem
Describe the bug I reference a DialogicCharacter from my own script: @export var dialogic_character: DialogicCharacter
but using Quick Load in the inspector doesn't list it.
Load, however, works (but I must navigate to the file and select it).
Interestingly, *.dch seems automatically added to the list of recognized files in Godot (maybe it scans all files, or was it manually registered from the plugin?)
Anyway, using either All Recognized or .dch, I could select and assign the file properly.
I wonder if it's a limitation from Godot. According to this closed issue: https://github.com/godotengine/godot/issues/67119
custom resources should now support Quick Load (since 4.0), however it says nothing of custom extensions like .dch. Is it the source of the issue?
I searched through the doc (https://docs.dialogic.pro/), but I found no page showing how to use
register_character
to pass a DialogicCharacter so the bubble shows this character's portrait. Only enough, only the sample bubble (text_bubble_base.tscn, shown when callingDialogic.start('timeline')
alone) mentions this method:The sample code gives a hardcoded path to simplify, so there is no such issue, but in production I would export such a variable. But then I cannot Quick Load the exported DialogicCharacter var. I also checked in code how the Dialogic Panel worked, but it does some custom scan of all .dch files (we could do the same to implement a custom Quick Load maybe?).
Otherwise I could export a String var to use as path to resource; but then again I wouldn't benefit from resource type filtering and I would have to navigate and select the file anyway.
In practice it's OK because all my characters are put in the same folder and I don't have many of them, so it would really matter for a bigger project.
To Reproduce Steps to reproduce the behavior:
@export var dialogic_character: DialogicCharacter
Expected behavior Character resource files should be shown
System (please complete the following information):
Solutions
Workaround
Do a classic Load and select file in popup
Possible fixes
It may only be possible on Godot side, waiting for diagnostic from dev