[BUG?] Dialogue System Trigger - OnTriggerEnter

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
ZeroElementGames
Posts: 13
Joined: Tue May 25, 2021 7:18 pm

[BUG?] Dialogue System Trigger - OnTriggerEnter

Post by ZeroElementGames »

Hello there,

So I'm having trouble into getting correctly the required conditions in Conditions in the Dialogue System Trigger component.

I added an Accepted Tags (Player).
I have a Box Collider component.
And I have a script that also checks in OnTriggerEnter if the "Player" (tag) has entered. This script is after the Box Collider and before the Dialogue System Trigger, so it receives OnTriggerEnter events before the Dialogue System Trigger.

When the player enters, the required conditions gets Last Check: True, but then a player companion also enters the Box Collider (it follows the Player), and then the required conditions changes to LastCheck: False

GIF:
Spoiler
ezgif.com-gif-maker (6).gif
ezgif.com-gif-maker (6).gif (962.61 KiB) Viewed 122 times

The companion doesn't have any "Player" tag, as the Player does. Why does this happens? Is this a bug?
User avatar
Tony Li
Posts: 21959
Joined: Thu Jul 18, 2013 1:27 pm

Re: [BUG?] Dialogue System Trigger - OnTriggerEnter

Post by Tony Li »

Hi,

If I understand you correctly, that's the way it's supposed to work.

1. The player enters the Dialogue System Trigger's trigger collider. The player is tagged "Player", so the check is true. Assuming any other conditions are also true (e.g., Lua Conditions, Quest Conditions, etc.), the inspector will show "Last Check: True" and the Dialogue System Trigger will run the Actions.

2. Then player companion enters the trigger. It's not tagged "Player", so the inspector will change to "Last Check: False" and not run the Actions again.
Post Reply