Ok, I tracked it down to this: private bool IsAcceptedTag(Transform interactor) { if ((interactor == null) || (acceptedTags == null) || (acceptedTags.Length <= 0)) return true; return acceptedTags.Contains(interactor.tag); } The acceptedTags is a list which contains "Player" however the in...
Hi Tony, Yes, trigger collider on the NPC. I have just changed things a little to put the Dialogue Actor component one of the player characters and ensured it's tag is set as Player. Still got the same result though, Last Check: False - it did go from None to False when the character entered the col...
I am building an RTS game and have the Dialog Actor component on my main Game Manager GO set as Player. I have a box collider, dialogue system trigger, rigidbody and dialogue actor set on another GO set as NPC. I have the Dialogue System Trigger set to On Trigger Enter with an Accepted Tag as Player...
You were spot on, I worked it out though... Inventory Pro was adding a sphere collider to my player at run-time and I had the default radius set to 10, adjusted to 2.5 and works perfectly now
Hi there, I am having a problem with the Conversation Trigger Distance. I have a capsule collider on my NPC and have set the range to where I want it to trigger however the conversation gets started well beyond the range of the collider. Is there a place somewhere that you can define the distance of...