Assigning Conversant for Invector Spawn
Assigning Conversant for Invector Spawn
I'm just starting out and I'm not sure how this is supposed to work. In the Quick Start video it shows that I have to assign the Conversation Actor to the NPC in the scene and the Conversation Conversant to the Player in the scene. However, I'm using the Invector GameController component and spawning the player at the start of the scene. So the player doesn't exist in the scene until the scene starts and the player spawns. Therefore there is nothing to assign the Conversation Conversant to and I get a null reference error. How can I resolve this?
Re: Assigning Conversant for Invector Spawn
Hi,
If the Dialogue System Trigger is set to OnUse or OnTriggerEnter, you can leave the Actor field unassigned.
If the Dialogue System Trigger is on the NPC, you can also leave the Conversant field unassigned. Otherwise assign the NPC to the Conversant field.
If the Dialogue System Trigger is set to a different trigger event such as OnStart, add a Dialogue Actor component to the player prefab, and select the player actor from the dropdown menu. This will associate the spawned player with the player actor.
If the Dialogue System Trigger is set to OnUse or OnTriggerEnter, you can leave the Actor field unassigned.
If the Dialogue System Trigger is on the NPC, you can also leave the Conversant field unassigned. Otherwise assign the NPC to the Conversant field.
If the Dialogue System Trigger is set to a different trigger event such as OnStart, add a Dialogue Actor component to the player prefab, and select the player actor from the dropdown menu. This will associate the spawned player with the player actor.
Re: Assigning Conversant for Invector Spawn
Excellent. I was just doing the quick start example, which was using OnStart. Great. I'll just make it OnUse or OnTriggerEnter. Thanks for the quick response. Btw, the asset is fantastic. So many great features and possibilities.