What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
Changes some aspects of how the NPC dialogue is handled, and adds audio settings to NPC prefab so you can do audio mixing via the prefab.
What is the current behavior? (You can also link to an open issue here)
Dialogue animation is looped, even if the TTS is done. If you exit conversation or finish the conversation, you had to leave and re-enter the proximity of the NPC to restart the dialogue. If the NPC has a new dialogue, the only way for the user to know was to leave the proximity and re-enter, if you stayed in the NPC proximity while it changed to a new dialogue tree, you would not necessarily know. Each time you re-entered the NPC proximity, it would restart dialogue if you had exited it. Audio spatial blend was 2D and the min-distance was very low.
What is the new behavior? (if this is a feature change)
Dialogue animation is played once per new dialogue, then reverts to idle animation. When exiting conversation (with X button) or by finishing dialogue, dialogue box is replaced by a "Speak" button. This button must be clicked to restart dialogue, so it does not restart just be being close. If you re-enter proximity of NPC AND the NPC has a new dialogue tree, then proximity activation still works. NPC spacial blend is 3D by default and min distance is higher (changeable for each NPC in prefab settings).
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
Changes should be made automatically to all NPC's
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Changes some aspects of how the NPC dialogue is handled, and adds audio settings to NPC prefab so you can do audio mixing via the prefab.
What is the current behavior? (You can also link to an open issue here) Dialogue animation is looped, even if the TTS is done. If you exit conversation or finish the conversation, you had to leave and re-enter the proximity of the NPC to restart the dialogue. If the NPC has a new dialogue, the only way for the user to know was to leave the proximity and re-enter, if you stayed in the NPC proximity while it changed to a new dialogue tree, you would not necessarily know. Each time you re-entered the NPC proximity, it would restart dialogue if you had exited it. Audio spatial blend was 2D and the min-distance was very low.
What is the new behavior? (if this is a feature change) Dialogue animation is played once per new dialogue, then reverts to idle animation. When exiting conversation (with X button) or by finishing dialogue, dialogue box is replaced by a "Speak" button. This button must be clicked to restart dialogue, so it does not restart just be being close. If you re-enter proximity of NPC AND the NPC has a new dialogue tree, then proximity activation still works. NPC spacial blend is 3D by default and min distance is higher (changeable for each NPC in prefab settings).
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?) Changes should be made automatically to all NPC's