Hi Chris,
We found an issue with repeated “Dialogue: Play speech” actions using Addressable audio.
Environment
- Unity 6000.6.6f1
- Adventure Creator 1.86.7
- Speech audio referenced through Addressables
- Global “Wait time offset” set to 0.5 seconds
Steps to reproduce
1. Create a foreground Interaction containing one “Dialogue: Play speech” action with a valid Addressable voice clip.
2. Leave “Play in background?” unchecked.
3. Run the Interaction and let the speech and post-line delay finish naturally.
4. Run the same Interaction again.
Expected: Both runs wait for the voice clip and post-line delay before returning control to the player.
Actual: The first run behaves correctly. The second finishes almost immediately while the voice continues playing. With consecutive speech actions for different characters, their voices overlap and gameplay becomes available before the dialogue finishes.
Our minimal reproduction took approximately 3.3 seconds on the first run and 0.17 seconds on the second.
Suspected cause
When postWaitTime expires, ActionSpeech.Run() clears isRunning but leaves stopAction = true. AssignValues() does not reset stopAction.
On the next Addressable run, StartAddressableSpeech() sets isRunning = true, bypassing the normal initialization branch that resets stopAction. The action then exits through the stale stopAction condition while the new speech is still playing.
We locally added stopAction = false to AssignValues(). Both the minimal reproduction and three consecutive runs of a two-character dialogue then passed, with sequential voices and gameplay blocked until completion.
One caveat: our ActionSpeech.cs already contains a local Addressables loading adjustment, so we have not confirmed this against an entirely unmodified AC release.
Could you please check this initialization path and include a fix in a future update?
Thanks!
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Comments
Recreated and checked - that is indeed the cause.
Thanks for the report, the fix will be included in the next release.