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Dialogue at a certain distance

Tell me, is there any AC setting that allows you to start a dialogue after approaching the interlocutor at a certain distance?

Example: In RPG Maker, it was possible to click on any character on the screen to start a dialogue, but for this the main character had to approach the distance of 1 cell (very close distance) to the interlocutor and only then the conversation began. If the interlocutor is within line of sight (not behind a wall). Is there something similar in AC?


  • If you're talking about Hotspots being interactive only within a certain distance from the Player, there's a couple of ways you can approach this:

    1. Switch to "Player Vicinity" Hotspot detection, which involves attaching a Trigger Collider to the Player and Hotspots only being interactive when inside. See the Manual's "Player-vicinity detection" chapter for details.
    2. On a per-Hotspot basis, assign an "Interactive boundary" in the Hotspot Inspector. This too is a Trigger Collider, that instead the Player must be within for the Hotspot to be interactive.
  • It seems that this is what I need, is there a video in which you can see how to implement it?
    I take it the first option is the correct one?

  • A text tutorial can be found here.

    You can also test with the 3D Demo's Player prefab, Tin Pot, who has a Hotspot detector already set up.


    I did everything as in the instructions, except for the setting "CycleHotspotsLeft and CycleHotspotsRight." which I don't need if I understand correctly. Why is it not working what am I doing wrong?

  • edited January 16

    See the Warning message that appears in the Console.

    You must assign the detector in the Player component's Hotspot detector child field, as covered at the end of the tutorial.

  • edited January 16

    Thank you, Chris!

  • edited January 16

    It appears in Player Inspectors - not NPCs.

    This is a detector attached to your Player that is used to detect nearby Hotspots - not the other way around.

    For the other way around, use a Hospot Boundary.

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