so, I have a dialogue actor attached to a character, which also has a behaviour tree in which I set up a “start dialogue node”. Then I drag the Dialogue component (not the gameobject) into the slot inside the “start dialogue node” press play. The node blocks the sequence it’s in and no dialogue shows up in game (the dialogue starts with a multiple choice node).
As soon as I stop the game and only then, the dialogue reference disappears and the DialogueTree field in the “start dialogue node” is empty.
Do you by any change use an Asset graph reference instead of a Bound graph for the BehaviourTree?
If the graph is an Asset reference, as per the unity limitation, assets can’t have scene object references.
There are 2 solutions to this. You can either Bind the graph, in which case you will be able to have scene object references as normal, or if you definetely want to use an Asset graph, you can feed the parameter through a Blackboard Variable instead of assigning it directly. Because the Blackboard is a component on your gameobjet in the scene, it CAN have scene object references 🙂
A quick way to create a Dialogue Tree variable would be to select the “Create New” option in the variable selection dropdown:
Let me know if this works for you, or you need any clarification on the matter.
Glad it worked for you 🙂
Regarding your suggestion, do you mean to make it so that the last dialogue text remain on screen together with the multi selection options so that you are able to read what has been last “said”?
Hey 🙂
Alright. I will see to it for the next version. This will probably be handled by the UI code rather than the dialogue tree code though.
Most probably this will be easy to implement 😉
Cheers!
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