Comments (4)
I think that you need to add some extra information when exporting so that it will include the *.json files. I'll try to export something myself and make a small tutorial on how to export it.
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Thanks, I tried manually including the json files but that still lead to the same error being given so I think it might not be the json files that are causing the issue.
Edit additional note: The export option used was set to include all files as well as manually including the json files. I've tested this in a blank project and it is reproducible there.
from dialogic.
Thanks for the tip in the readme on how to fix the issue. Closing the issue.
from dialogic.
Yes! Sorry I didn't tag you, I was going to check tickets again today and reply :)
from dialogic.
Related Issues (20)
- Default layout base _apply_export_overrides isn't called HOT 2
- Unique numeric ID for DialogicCharacter resources HOT 5
- Not able to play the timeline in-game more than once HOT 12
- Background Transition Blurry (Linear Filtering) HOT 4
- Typo with a printed error
- Custom fixed time pause characters HOT 1
- "This is a fallback bubble..." Tooltip appearing for one frame before dialogue actually starts. HOT 6
- [Dialogic] Unable to identify PortraitAnimation based on string 'fade up in'. HOT 1
- Android export cannot advance dialog HOT 1
- Custom information on characters HOT 7
- Out of bounds get index '-1' (on base: 'Array')
- Lag spike the first time I start a timeline with a portrait. HOT 2
- Godot 4.3 Resource icons! HOT 4
- Text Editor autocomplete problem
- Changing letter speed in code doesn't work HOT 1
- Dialogic.Audio.base_music_player.volume_db = new value does not work anymore HOT 2
- Startup loading improvement
- Dialogic Issue: Invalid call. Nonexistent function 'get_local_portrait_' in base 'Control (DialogicNode_PortraidContainer)'. HOT 3
- Creating a custom style breaks the dialog HOT 7
- Extreme zoom when trying to create new portrait HOT 1
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