OnConversationStart actor question
Posted: Fri May 13, 2016 5:57 pm
Hello Tony,
I have this problem: I have a custom code that is responsible for rendering a portrait of my conversant and then showing it when the conversation is ran. It works like this: I instantiate camera prefab onto transform being a child of a gameobject having dialogue trigger -> if its name is "CamAngle", a prefab is put on that transform and texture rendered. It is called OnConversationStart(). Its works fine, when I have conversation trigger mode to OnUse. But when I have OnEnable or OnTriggerEnter, it is required I put my conversant into a Speaker name of the aforementioned dialogue trigger - when the field is null, it puts that helper camera in my player's hierarchy (just under my character's trigger). Now, how to remedy this? I mean, without needing to fill Speaker with my conversant gameobject (my dialogue triggers are often reused between characters). I mean, I want the speaker field when null always refer to the object the dialogue trigger is on, I guess
I am sorry if that sounded a bit convoluted,
Best!
I have this problem: I have a custom code that is responsible for rendering a portrait of my conversant and then showing it when the conversation is ran. It works like this: I instantiate camera prefab onto transform being a child of a gameobject having dialogue trigger -> if its name is "CamAngle", a prefab is put on that transform and texture rendered. It is called OnConversationStart(). Its works fine, when I have conversation trigger mode to OnUse. But when I have OnEnable or OnTriggerEnter, it is required I put my conversant into a Speaker name of the aforementioned dialogue trigger - when the field is null, it puts that helper camera in my player's hierarchy (just under my character's trigger). Now, how to remedy this? I mean, without needing to fill Speaker with my conversant gameobject (my dialogue triggers are often reused between characters). I mean, I want the speaker field when null always refer to the object the dialogue trigger is on, I guess
I am sorry if that sounded a bit convoluted,
Best!