narrativeDesignTrigger.InvokeSpeech() has became unreliable for me

Hi :waving_hand:

My app uses narrativeDesignTrigger.InvokeSpeech(); quite a lot to get the characters to say more specific things etc.

Here is a screen shot of 1 such example of the code :

This codes ^^^^ Debug.Log statements includes generating this output to the console :

As can be seen here ^ the variable (whatToSay) that the InvokeSpeech() method uses in my code has a value suitable for the method.

narrativeDesignTrigger.InvokeSpeech(whatToSay);

The problem I am experiencing is that the character only says something when using this method some of the time, it’s become unreliable (until recently it was reliable). I am not sure how long this has been happening, I noticed it yesterday but it could have been happening earlier.

No errors relating to it are being generated in the console.

Here is the character ID I have been testing the above with today : 2786b252-9d59-11f0-88d8-42010a7be025 I tried Grok 4 and Llama3-70B LLM’s.

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Could you please try again?

Hi K3, sorry for the delay, I will do today for sure and let you know how I get on :+1:

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Still doesnt work unfortunately. It works saying anything quite brief it seems, but the movie commentary is long (80 words maybe), not sure if its relevant, the 1st movie comment always fails, the second works, they happen every 5 minutes or so, then third will fail, etc.

Instead of using the Narrative Design Invoke Trigger, what happens when you send speak tags using sendtextasync?
Additionally, can you try sending a message using speak tags in the chat area of the playground? Does it work there?

I will do that today yes, I have been a bit under the weather hence the delay in replying.

In my app the invokespeech works perfectly apart from being used to comment on movies, its strange, and then some of the movie comments will work, some wont.

As the images above show, the values being used with invokespeech seem ok. I have tested older versions and the same problem happens.

Days ago, I tested the same values for speech with sendtextaysnc in my app and the avatar didn’t say anything.

I will form the exact prompt the movie generates and test it in the playground today and let you know.

i spent many hours trying to rule out a problem on my side before creating this thread but i know it may well could be an issue with my app.

I’ve just tried the exact string in the Playground, it worked fine. I noticed this is in my apps log file (I’ve uploaded it). Not sure if it’s related, this error isn’t happening every time I run my app, I just seen Narrative Design mentioned it in so wondered if it’s relevant. This happened soon after my app started.

log file error message.txt (13.1 KB)

Hi K3, I can’t trace what’s wrong in my app so have created a workaround which resolves it - I just retry the invokespeech if it fails, which on testing works ok, so please mark this issue as solved, I fully expect the problem is in my app but just don’t know where right now. Thanks for your time :slight_smile:

Right now this is working correctly with Grok and Llama. There are known issues with some of the other models, and our team is working on fixing those as soon as possible.

As you mentioned, it’s also possible that some of the recent code changes in your project may be affecting the behavior, so it’s worth reviewing those.

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