I'm using the ArticyFlowPlayer in Unity but found only ArticyRef is supported on startOn property. I feel that causes some inconvenience. For example, if I have a dialogue to play, what I can do is to set its reference in Unity Inspector, and make a prefab that runs the dialogue. However, if I have like 100 or 1,000 dialogues to play, it becomes very inconvenient to create 1,000 prefabs for each of them, with an ArticyFlowPlayer on every prefab referencing each one of them in Unity and load one of the prefabs in runtime.
An easy solution would be to call ArticyDatabase.GetAllOfType<TObject>(), and maintain a dictionary so I can find the ArticyObject when I need any of them. But since the ArticyFlowPlayer only supports ArticyRef, methods in the ArticyDatabase class only returns ArticyObject, and I couldn't find a workaround except for the 1,000 prefabs solution, I'm keen to know if there's a better solution for this
![Überglücklich :D](./images/smilies/icon_e_biggrin.gif)
Thanks,
Shane