I have reached the point where a problem I had before seems to have evolved into something new.
I am at the point where I have AIConversant script added to Enemy8 and the Property for Dialogue set to the New in Town dialogue but when I click the enemy I get a null reference error.
It appears that the Dialogue script DialogUI does not run. Its Start is required to run the establish the callback for the Action event. As that has not happened the invocation for the event dies with the null reference.
I put a Debug.Log in the Start of the DialogueUI but that does not show in the console.
Is there something special about ScriptableObjects (that is what Dialogue is based on) that makes this happen?
I have tried the following. An empty gameObject in the scene has a script attached to it that instantiates a sphere that is public and has been initialised from a prefab of a sphere that has a script attached to it. In that script there is a Debug.Log that has a string in it.
I also placed an instance of the sphere in the scene (representing an NPC) and renamed is SceneSphere.
When I play this the contents of the strings from the spheres appear in the console.
One as SceneSphere and the other Sphere (clone).
So my question is why does the RPG enemy8 not run the attached Dialogue DialogueUI script?