I have the following ActionList Asset for when you use an item, intended for the hotspot referenced at the beginning of the actionlist.
Here's a screenshot for normal state and play mode respectively:
https://imgur.com/a/YDkKYzE
It was working fine until suddenly it wasn't, I don't even know what I changed. Opening it while playing, I realized it states that the Conversation I'm using has somehow disappeared?
I thought renaming the options before running it might be the issue, but I have another actionlist where I do the same and it works just fine. Does anyone know what the issue could be? I even tried removing the renaming nodes but the same thing keeps happening. Reopening Unity doesn't help either.
Also that conversation is the only one I have in my project and I've been using it throughout it with no issue until now.
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What are your AC/Unity versions, and which of the two Conversation Action types aren't running?
Your Play mode screenshot was taken while in the same scene as the referenced Conversation, I assume. Where in the scene is it placed, or is it set to survive scene changes and placed in the "DontDestroyOnLoad" scene? Share a screenshot of its Inspector if you can.
The Play mode screenshot still has the name of the Conversation assigned in its object field - does the Conversation get "pinged" in the Hierarchy if you click this field?
AC version 1.83.0
Unity version 6000.0.40f1
Yes, sorry I didn't specify, this is all on a single scene! Here's a screenshot of the Conversation object in the hierarchy and inspector:
https://imgur.com/a/fWH5WWp
I'm not sure I understand the DontDestroyOnLoad question but it's a scene object, not an asset file.
When touching the Actionlist during playmode i don't see anything "pinging" the object in the Hierarchy, but while doing so I realized even though it states the correct file name in the object field it's as if it couldn't find it, if I open the actions' search bar I can actually select it and fix the problem momentarily.
It's very weird, I hadn't had this happen before on any actionlist ;-;
Weird, indeed. Are you overriding options each time you run the Conversation?
If so, an alternative approach would be to keep the Conversation in a prefab, remove from the scene, and have your Actions refer to the prefab instead. The state of it won't be recorded in save-games, and you'd need to use Dialogue: Rename option Actions to rename the options to their defaultl values when your game begins, but the connection won't be lost.