Hi,
In the Dialogue Editor, inspect the conversation. Select Menu > Conversation Properties. Make sure the conversation's Conversant is set to Demon. Then check the demon's lines and make sure their Actor (speaker) dropdowns are set to Demon, too.
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info and reproduce the issue. When the conversation plays the demon conversation, look for a line in the Console like:
Dialogue System: Starting conversation 'title' with actor=ScenePlayerFollower and conversant=Demon
Make sure the conversant is shown as Demon, and that there's on ly one GameObject named Demon in the scene. If there are multiple GameObjects named Demon, inspect the one with the OnConversationEnd Dialogue System Trigger. Add a Dialogue Actor component, and set its Actor dropdown to Demon.
Play a bark after delay on conversation end
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- Posts: 20
- Joined: Tue Apr 22, 2025 3:33 pm
Re: Play a bark after delay on conversation end
Everything appears to be set up as you described. I've attached the log line you told me to look for, that means everything should be set up ok?
I don't have more than one object named "Demon" either...
I don't have more than one object named "Demon" either...
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Re: Play a bark after delay on conversation end
That looks fine. It means the Demon GameObject will receive the OnConversationEnd message. When it does, do you see any related message in the Console window? You should see something about the Dialogue System Trigger firing.
If that doesn't help, can you send a reproduction project to tony (at) pixelcrushers.com?
If that doesn't help, can you send a reproduction project to tony (at) pixelcrushers.com?