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Taha hussain
hi I am having problem with custom entities and recognition please look
@ellymay-121 We believe your query has been answered already. If you own a licensed version you can directly get in touch with our support team.
Andrea Abissi
Hi! I'm interested on buy the Syn Bot Framework from the Unity Asset Store in order to use OSCOVA in my projects: which license does it include?
hi is anyone there?
@Elvuis_gitlab For Unity 3D development the license is a pure Enterprise Edition as no limitations exists in the Unity version of the framework.
@triplevoxx_twitter Please go ahead. We are here to answer your queries.
Zombie Wolf


public void Name(Context context, Result result)
result.SendResponse("What is your name");



How would I store the users name?

So in general, how would I store any responses ? :)
@prabbi:matrix.org You can set that in User.Settings property on Result. More Information here

Hello, there!
I'm using the Oryzer Studio to make a simple JSON file and then parse it in Unity using OSCOVA.
In the graph, I have a Response Node attached to an Intent and a Text Message Node attached to said Response Node, but
I can't figure out how to get the messages from the Text Message Node and output them in the console.

I'm trying to get the Response with 'evt.Response.Text' but the output is "Syn.Bot.Oscova.WorkspaceNodes.TextMessageNode"
How can I get the actual text from the Text Message Node?

Also, I'm trying to attach the Text Message Node to the Messages field in the Response Node and access it with 'event.Response.Messages', I can't seem to find a way to access a Message from the MessageCollection(for example, I would expect something like 'evt.Response.Messages[0]' or 'evt.Response.Messages.Get(0)' )

Thank you in advance!

@alextzanop You can simply iterate through the messages and check if any of them if of TextMessage type. Example: foreach (var message in response.Messages) { if (message.Type == MessageTypes.Text) { if (message is TextMessage textMessage) { //Do Something here. } } }
Hi there!
I have been using Oryzer Studio to create a knowledge base to be imported into a chatbot running through Unity. I've got everything to work as expected when I run it through the Unity editor, however when I export it to WebGL with the JSON file in my streaming assets folder, I can't figure out how to get the workspace to be imported to train the bot. From inspecting the page while it is running I can see that a web address is created for the JSON, but a / is put before the https meaning the path can't be found.
Is there anyway to get this so it can be readable, I'm looking to upload the game to itch.io
I'm using ImportWorkspace(System.IO.Path.Combine (Application.streamingAssetsPath, "knowledge.json")) right now as a means of calling the knowledge base,
Thank you for the help in advance!
any response
@IftikharAhmedMasih We've updated the demo project in Unity Package for better WebGL deployment. Are you running on the latest version?
@SynOfficial I've updated my demo version but I still can't access my Oryzer knowledge base when I build out in WebGL. It seems as though the ImportWorkspace function only wants to read from a local drive, any advice on how to get it to read from a URL?

@tomtompotato We usually deal with technical or code related queries in our Forum. We've already updated the demo project and have commented the WebGL compatible project code within the base code.

However, you can create a folder named Resources under Assets/Resources and try loading it as a resource object.


var txtAsset = (TextAsset)Resources.Load("Some_Json_FileName_Without_Extension", typeof(TextAsset));
var tileFile = txtAsset.text;

var workspace = new WorkspaceGraph();


how do l consume an API in my bot
@SynOfficial I'm currently working on oscova bot and widgetchannel project, thus i referred WidgetChannelSample project, from that I used tailored Syn.Bot.Channels .dll file(through "references" I mapped it in my project) but the bot UI is not appearing on output(browser) screen..and i'm not getting why this is happening ..and I'm not using the WidgetChannelSample project as it is because it does not supports features after 4.5 version and i want to use QuickReplyMessages
@Krutika-Girme Hi there, we've updated WidgetChannelSample project in Syn-Bot-Channels-Samples repository to use the latest version of Syn.Bot.Channels library. You can pull the repository and compile the project. On our end the Widget is visible and working.

Thanks @SynOfficial , but if i add quickreplymessages it gives compiler error as it can't recognise Messages class as it was added in versions after 4.5, earlier i saw .dll files of updated versions in net46 folder, in packages folder so if i add reference to them instead of referring to net45 files, will it work?
public void PizzaSizeCommit(Context context, Result result)
var response = new Response();

    new QuickReplyMessage
        Title = "We have the following sizes available.",
        Replies = new List<string>



@Krutika-Girme Yes we recommend always running on the latest version of the framework on all platforms. We have tested the code and it's working on our side with the template project. Please ensure you have imported the namespace by adding the line using Syn.Bot.Oscova.Messages; to the initial section of your code. and QuickReplyMessage class resides in that namespace.
@SynOfficial it's working now, Thank you :)
@SynOfficial , there's one more thing that i wanted to ask is that, in widget channel, i want to make some changes in Bot.css, i got that file using exportResources(path); but even after copying changed files in my BotResources folder then also they are not reflected in the output, and it seems like widget channel is still using original .css file, what should i do to make bot refer the changed .css file(Note: altered .css file's name is same as original one so that's not the issue)
Good morning. Is this project alive?