Issues with Animation Transition and WebGL Error Message

Game Engine: Unity
Export Target: WebGL

Issue Summary:

I created a character with multiple animations and imported them into Unity. I also added actions to the character so that it transitions to different animations based on spoken keywords.

  1. However, I’ve noticed a latency issue during animation transitions. For example, when the keyword is “dance”, the character is supposed to play the “ConfuseTalk” animation. Instead, it first transitions from the “Idle” state to the “NormalTalk” animation for about one second before switching to “ConfuseTalk”.
  2. This issue did not occur when using the Unity Convai Core package. After testing, I deleted the Convai Core folder and installed the WebGL Convai package. However, when exporting the project as WebGL, a “Development Console” message appears saying “Value cannot be null”, even though the corresponding log does show up in the Unity Console.

Questions:

  1. Is it possible to make the character play the ConfuseTalk animation directly, without transitioning through the NormalTalk animation?
  2. Is there a way to remove or disable the development message box in the WebGL build? Also, do you know what might be causing the “Value cannot be null” error?

Hello @copcoe,

Could you please share your Action setup so we can take a closer look?

Regarding the “Development Console” message: this typically appears because the project was built in Development mode. The ‘Value cannot be null’ error might be caused by the Narrative Design Key Controller component on your character.

To better diagnose the issue, try opening your browser’s developer console by pressing F12 when the error occurs. The logs there will help us pinpoint the problem more accurately.

Thanks for your response.

  1. Action setup using Convai

  2. I opened the browser’s developer console and found. I think thi error arounse while it was in case 4, but I don’t know which function corresponds to case 4.

No, it’s the exception’s code.

In Player Settings, set the Enable Exceptions setting to Full With Stacktrace, then make a build and share the logs.

I captured the full stack trace, and this is the information I got.

Add the following prefab to your scene.

Assets/Convai/Prefabs/Utils/Dynamic Move Target Indicator.prefab

Clean up the ‘characters’ and ‘objects’ sections in the Interactables Data and adjust them according to your scene. If there are none, you can reset the lists. In the ‘Dynamic Move Target’ field, add the ‘Dynamic Move Target Indicator’ prefab that you added to your scene.

I’ve followed the turorial and added an empty object called Convai Interactions, then attached the Convai Interactable Data script. Is this what you meant?

The player GameObject is null. Please assign a reference to the player GameObject.

Thank you! I forgot to add a game object after switching to WebGL.

I found the lantecy still exist. For example, apart from action words, other words during the conversation are accompanied by the normal talking animation. However, when those keywords are encountered, the character first palys the normal talking animation and then switches to the animation the corresponding to the keywords. Do you have any suggestion?

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.