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Remove_child on a dialog make it crash #1
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Hmm... it seems like the DialogNode doesn't like to be outside of the tree after connecting to the viewport. Removing nodes from the tree without deleting them is a unusual move, so this has never happened in testing. If you just want to delete the node do For pausing: have you considered using godot's pause system? I understand that might not work for your project tho. It's unlikely we will make a fix, as we are putting most efforts into dialogic 2.0.
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Thanks a lot for the answer ! |
I have followed your advice. I might not have done it in the cleanest way.
in canvas_dialog_node.gd i add :
Now i can have open a menu (or inventory) in the middle of a dialog. thanks again ! 👍 |
This was completed. |
Hello everyone !
I just tried dialogic for the first time a week ago, I love it.
My problem is : i want to be able to pause dialog and get back to it, without having to end dialog and play it back from the start.
For example, i want to be able to open a menu or an inventory when we are in a middle of a dialog.
I have tried everything i can to pause dialog. Nothing works. I even tried to do it brutally, with remove_child(dialog) and add_child(dialog).
That is when i find a bug i believe :
remove_child(dialog) -> "Attempt to call 'get_visible_rect' in base 'null instance' on a null instance"
Describe the bug
remove_child(dialog) make the game cash, with "Attempt to call 'get_visible_rect' in base 'null instance' on a null instance" in DialogNode.gd
(also btw, is there a way to pause dialog ?)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I expected to just remove the dialog. but it's seems like it is still working. But it can't so it crash.
Screenshots
the result of the crash :
System (please complete the following information):
Solutions
Workaround
Nothing that i tried works to get the dialog to pause.
We can end dialog and play it back from the start tho.
Possible fixes
No idea yet.
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