Component > Dialogue System > Trigger > Conversation
Conversation Trigger starts a conversation when the specified trigger occurs.
Property | Function |
---|---|
Once | Start the conversation once and then destroy this component |
Conversation | Title of the conversation to start |
Condition | The Trigger Conditions required for the trigger to fire |
Skip If No Valid Entries | If ticked, don't fire the trigger if no entries have Conditions that are true |
Conversant | The conversant. In unassigned, defaults to the component's GameObject |
Actor | The actor. If unassigned, defaults to the GameObject that initiated the trigger |
Trigger | The trigger that causes the conversation to happen |
Stop Conversation On Trigger Exit | If ticked, stop the conversation if the GameObject receives an OnTriggerExit/OnTriggerExit2D message |
This component starts a conversation when a trigger condition occurs.
IMPORTANT: See How GameObjects Are Associated With Conversations for important information about how GameObject are associated in conversations.
Both participants receive "OnConversationStart" and "OnConversationEnd" messages.
The Once checkbox only works during the current scene. If you want this functionality to persist between level changes or saved games, use a Lua condition instead. In the conversation's START entry, set a Lua variable true
. Then add a Lua condition to this trigger that requires that the variable is false
.
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