I have a dialogue sequence that gets used multiple times throughout my project so it's stored as Asset Action List. As part of the sequence, the player has the choice of one of three options(always the same). I created a conversation to handle this input choice as it seemed the most natural component for it. The conversation is stored as a prefab inside the project with the action list referencing it via it's ConstantID. Whenever I choose an option however, it can't start the "RunOptionsCo(i)" (line 256 in Conversation for me) coroutine since it claims the conversation object is inactive. I imagine this is because it's referencing a prefab in the project instead of an instance in the scene.
Any decent workaround for getting this to work or something I'm doing wrong?
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