Hi,
I want to trigger the activation of a GameObject in the scene based on the players response. I was reading that you can trigger events, with ScriptableObjects, but was it possible to activate a GameObject in the scene instead?
Dialogue Setup
If the user clicks "B", I wanted to activate the TriggerEvent on TentaclesForest(1)
Trigger based on Response Input
Re: Trigger based on Response Input
Hi,
In general, it's best to ignore the OnExecute() event in the dialogue entry node inspector. It has very specific, limited uses.
Instead, use sequencer commands. (See: Cutscene Sequences)
To activate a GameObject, use SetActive():
However, it looks like what you really want to do it call the ShowEmote() method in the GameObject's PopupEmote script. If so, use SendMessage():
In general, it's best to ignore the OnExecute() event in the dialogue entry node inspector. It has very specific, limited uses.
Instead, use sequencer commands. (See: Cutscene Sequences)
To activate a GameObject, use SetActive():
Code: Select all
SetActive(Tentacles Tunnel (1))
Code: Select all
SetMessage(PopupEmote, !!!, Tentacles Tunnel (1))
Re: Trigger based on Response Input
I will try that. Thank you!