DialogueManager having difficulty finding Actor on Start?
Posted: Fri Jul 12, 2024 1:58 am
Hi, I'm currently working with DialogueActors in my current scene and I'm dealing with some issues with registration -
Specifically, I have a couple of 'fade in' animations that play when the characters' gameobjects are enabled, but due to the Dialogue Manager, this breaks some of the code I have that keeps track of specific characters' animators - basically, if I set the object active, despite it having the dialogactor component, the Manager is unable to find it, likely due to registration timing issues?
The sequencer works fine if the character is enabled at the start of loading into the scene (ie, for speaker or conversant checks), but not if I enable the character partway through, early in the conversation using the sequencer for a conversation.
Oddly, I also enable three other characters later in the same conversation, but they're completely functional when that happens. I figure this is likely an issue with the DialogueManager not registering the inactive object from the start of the scene?
Could you give me recommendations for how to resolve this problem within the Conversation/Sequencer itself, or is that something I have to solve externally?
Specifically, I have a couple of 'fade in' animations that play when the characters' gameobjects are enabled, but due to the Dialogue Manager, this breaks some of the code I have that keeps track of specific characters' animators - basically, if I set the object active, despite it having the dialogactor component, the Manager is unable to find it, likely due to registration timing issues?
The sequencer works fine if the character is enabled at the start of loading into the scene (ie, for speaker or conversant checks), but not if I enable the character partway through, early in the conversation using the sequencer for a conversation.
Oddly, I also enable three other characters later in the same conversation, but they're completely functional when that happens. I figure this is likely an issue with the DialogueManager not registering the inactive object from the start of the scene?
Could you give me recommendations for how to resolve this problem within the Conversation/Sequencer itself, or is that something I have to solve externally?