Hi,
I have a Dialogue System trigger On Use object that starts a conversion. I have Stop Conversation if Too Far check with Max Conversation Distance to 2. I have 2 actors Player and Xen. I see in the log that both objects get registered.
Dialogue System: Registering transform Camera as actor 'Player'
Dialogue System: Registering transform XenLowPoly as actor 'Xen'.
The conversation itself runs fine after I call OnUse. The Xen actor turns to the Player and speaks lines with entry tag of LookAt(listener); SALSA(entrytag); That all works fine but when I walk away while the conversation is still in progress, the conversation doesn't automatically stop as I expect. Any suggestions? I'm sure it's probably a config issue on my part.
Stop Conversation if Too Far not Working for Me
Re: Stop Conversation if Too Far not Working for Me
Hi,
'Stop Conversation If Too Far' monitors the distance between the conversation actor and the Dialogue System Trigger itself. (Note: Not the conversant.)
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. Then play the scene and start the conversation. The Console will log a line similar to:
Dialogue System: Starting conversation 'Title' with actor=XXX and conversant=YYY
Make sure the player GameObject is correctly identified as XXX.
'Stop Conversation If Too Far' monitors the distance between the conversation actor and the Dialogue System Trigger itself. (Note: Not the conversant.)
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. Then play the scene and start the conversation. The Console will log a line similar to:
Dialogue System: Starting conversation 'Title' with actor=XXX and conversant=YYY
Make sure the player GameObject is correctly identified as XXX.
Re: Stop Conversation if Too Far not Working for Me
OK. That helped. The OnUse I was calling was passing in a different object instead of the Player object. Works fine when I passed the correct object.
Re: Stop Conversation if Too Far not Working for Me
Glad to help!
This is a useful reference if you haven't seen it already: Character GameObject Assignments.
Remember to set Debug Level back to Warning. Logging to the Console is a relatively expensive operation performance-wise. It's a good idea to keep the Console log as empty as possible.
This is a useful reference if you haven't seen it already: Character GameObject Assignments.
Remember to set Debug Level back to Warning. Logging to the Console is a relatively expensive operation performance-wise. It's a good idea to keep the Console log as empty as possible.