I can't have a conversation.

Announcements, support questions, and discussion for the Dialogue System.
fuakda
Posts: 27
Joined: Fri Sep 01, 2023 12:32 am

I can't have a conversation.

Post by fuakda »

First one.
I want to talk to an object NPC with "dialogue system trigger" and "usable", but I can't.
"Instantiate Prefab" will only be displayed when the character approaches and the area shown is the circle in the image, and the character must have their back to the NPC.
If "selectAt" of "selecter" is "mouse position", "Instantiate Prefab" will be displayed above the mouse cursor.

When my character approaches an NPC and the "Instantiate Prefab" button appears, how can I press the button to start a conversation?

Also, the button does not start the conversation.
Conversation doesn't start with key, "e" output by "on-screen button", or "Talk" output by "inputsystem".
help me.

Japanese is automatically translated.
Attachments
スクリーンショット 2023-09-01 131924.png
スクリーンショット 2023-09-01 131924.png (130.03 KiB) Viewed 672 times
スクリーンショット 2023-09-01 131930.png
スクリーンショット 2023-09-01 131930.png (427.14 KiB) Viewed 672 times
User avatar
Tony Li
Posts: 22118
Joined: Thu Jul 18, 2013 1:27 pm

Re: I can't have a conversation.

Post by Tony Li »

Hello,

I replied to your other thread. I recommend using a Proximity Selector on your player.
fuakda
Posts: 27
Joined: Fri Sep 01, 2023 12:32 am

Re: I can't have a conversation.

Post by fuakda »

Does attaching a "Proximity Selector" to the player solve the problem? ?
What about input problems? ?
User avatar
Tony Li
Posts: 22118
Joined: Thu Jul 18, 2013 1:27 pm

Re: I can't have a conversation.

Post by Tony Li »

Attaching a Proximity Selector instead of a Selector will solve the first problem. This should select the NPC and make the Use Message appear at the top of the screen.

Regarding the input problem, if the Proximity Selector can select the NPC, then pressing the 'E' key should start the conversation. Make sure the NPC has a Usable component and a Dialogue System Trigger component. Make sure the Dialogue System Trigger's Trigger dropdown is set to On Use.

Please see the tutorial video for an explanation.
fuakda
Posts: 27
Joined: Fri Sep 01, 2023 12:32 am

Re: I can't have a conversation.

Post by fuakda »

The issue of talking to NPCs directly in front of them has been resolved. thank you.
Since I can't use "selecter", I feel like I'm postponing the problem.

The following error occurred.
I've tried many things, but I can't figure it out.
How should I respond?


InvalidOperationException: Cannot query value of control '/Keyboard1/e' before 'Keyboard1' has been added to system!
User avatar
Tony Li
Posts: 22118
Joined: Thu Jul 18, 2013 1:27 pm

Re: I can't have a conversation.

Post by Tony Li »

You're not using the built-in input manager. You've switched to the Input System package.

Please make sure you've set up the Dialogue System to use the Input System package: Input System Integration Tutorial
fuakda
Posts: 27
Joined: Fri Sep 01, 2023 12:32 am

Re: I can't have a conversation.

Post by fuakda »

I don't understand that explanation.
"DialogueSystemAssembly" doesn't exist to begin with. It already exists in the tutorial, but there are no instructions on how to register it.
I searched, registered "DialogueSystemAssembly", and referenced "inputsystem", but the errors just keep increasing.
Have you overlooked anything? Is it the right way?
Attachments
スクリーンショット 2023-09-02 084812.png
スクリーンショット 2023-09-02 084812.png (302.25 KiB) Viewed 634 times
User avatar
Tony Li
Posts: 22118
Joined: Thu Jul 18, 2013 1:27 pm

Re: I can't have a conversation.

Post by Tony Li »

Hello,

You do not need to import the Dialogue System's assembly definition files package. It's optional. If you do import the assembly definition files package:

newInput1.png
newInput1.png (40.1 KiB) Viewed 631 times

then you must add the Input System and TextMesh Pro assembly definition references to three assembly definition files:

newInput3.png
newInput3.png (31.53 KiB) Viewed 631 times
newInput4.png
newInput4.png (15.96 KiB) Viewed 631 times
newInput5.png
newInput5.png (34.39 KiB) Viewed 631 times

and you must add the TMP_PRESENT and USE_NEW_INPUT Scripting Define Symbols.


If your project does not compile, you can add them manually:

newInput2.png
newInput2.png (55.27 KiB) Viewed 631 times
User avatar
Tony Li
Posts: 22118
Joined: Thu Jul 18, 2013 1:27 pm

Re: I can't have a conversation.

Post by Tony Li »

If your project does compile, you can use the Welcome Window to add them by ticking the checkboxes:

newInput6.png
newInput6.png (51.65 KiB) Viewed 630 times

NOTE: It is not required to use the Dialogue System assembly definition files. The instructions above only apply if you have imported DialogueSystemAssemblyDefinitions.unitypackage to add the Dialogue System assembly definition files.
fuakda
Posts: 27
Joined: Fri Sep 01, 2023 12:32 am

Re: I can't have a conversation.

Post by fuakda »

Thank you for your detailed explanation.
No more errors and you can proceed with the tutorial.
I was also able to set up "cinemachine" by myself.
thank you very much.
Post Reply