I got the error below and couldn't find the reason that causes the error.
But the error went gone after a while automatically! And then got problem when I build the game.
It seems it sometimes happens and sometimes not!
Do you know its reason? If it happens randomly on final released game, it ruins everything!
If so, does this actor's GameObject have a Dialogue Actor component?
If it does, please post a screenshot of the Dialogue Actor component, or email the screenshot to tony (at) pixelcrushers.com.
Are the affected actor(s) the conversation's primary actor or conversant? (For example, are they assigned to the Dialogue System Trigger's Conversant Actor or Conversation Conversant?) Or are they additional actors?
How is your dialogue UI set up? Can you think of any reason why it can't find Roshan's subtitle panel?
Have you updated to the latest version of the Dialogue System?
Please feel free to send an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.
I found out that error occurs when I start the game from another scene that has Dialogue Manager Prefab.
Because in the main scene of my game I used some objects on Dialogue system events, and when I start the game from another scene, because DialogueManager prefab doesn't destroy, it comes to the new scene with empty fields on Dialogue system events.
I think if I disable DestroyOnLoad properties on the prefab, it should be fixed. But I couldn't find how to do it. I unchecked Dont Destroy on load from Other settings on Dialogue Manager but it still stays on every scene!
If I attach Dialogue system events component to another object (For example my main player) the events don't work. Is there any way to call conversation events from another objects except Dialogue manager?
You can put a Dialogue System Events component on the Dialogue Manager or the conversation's primary actor or conversant -- for example, the player GameObject. This page explains which GameObjects receive each event.
Typically, developers keep the Dont Destroy On Load checkbox ticked. They configure the Dialogue Manager in the starting scene. They may also put Dialogue Managers in later scenes to make it easy to playtest those scenes without coming from the start scene, but during a full playthrough the start scene's Dialogue Manager persists through the game.