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Hi, this seems to be a bad way to do it indeed. I'm working on a PR that allows choosing how to handle the layout node on timeline end (delete/hide/keep). |
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Hi good folks of Dialogic,
I ran into an issue today when trying to switch from one timeline to another. When a timeline ends, Dialogic (I'm using alpha 6) frees the dialogic_main_node. The way I've organized my project, I expected to have a single dialogic_main_node that I was planning to run all my dialogue with. When I try to start a new timeline, the game crashes because dialogic_main_node has been deleted. I thought about simply commenting out the
clear()
line in DialogicGameHandler.end_timeline(), but I have no idea how many other things this might inadvertantly break.Is there a better way to switch timelines?
Thanks in advance!
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