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View Code? Open in Web Editor NEWChatGPT integration with Unity Editor
License: The Unlicense
ChatGPT integration with Unity Editor
License: The Unlicense
packages.jason file is missing please help me out.
So you can access OpenAI's API more easily.
https://github.com/puerts/unity-langchain-demo
https://hwchase17.github.io/langchainjs/docs/overview/
https://langchain.readthedocs.io/en/latest/index.html
Language models are starting to integrate into a lot of software such as Notion, Microsoft software, and Google software from their recent announcements.
I am not sure how these integrations are done or how they avoid the situation where the AI produces code that does not work.
One possibility might be that they take whatever the AI gives as a first draft and then automatically send errors and iterate until the answer is correct. This could be quite expensive to do and might not be very reliable.
Another possibility might be that they fine-tune large language models for that purpose. As I understand, this can not be done with ChatGPT but can be done with other models. The question is then whether using ChatGPT for a long-term project rather than a fine-tuned model is the better option. Perhaps one could also connect the conversational skills of ChatGPT to a fine-tuned model specialized in unity code along the ideas of langchain https://github.com/hwchase17/langchain.
There is clearly an expense in fine-tuning but I suppose a discussion on which model to choose could be interesting for those interested in contributing to the project.
How much privilege can you get from injecting random text into this interface?
I got an error after I add the API key and I run the basic example, and with an empty object selected :
Create 100 cubes at random points.
This is the error :
NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at <4911eca47f294e18a7b3306f02701303>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <cbf2a10624ce43bd854be663c98dfa0e>:0)
I pressed the "Run" button, resulting in compilation errors.
In many cases, ChatGPT fails to implement your command correctly. You might get the correct one by repeatedly pressing the "Run" button.(That's why I think this PoC is impractical...)
I know it may sounds stupid but have you tried using "ChatGPT" itself to resolve the errors instead of having the user run the prompt again? You could put a maximum amount of attempts.
Hi, I would appreciate if you don't close this, we are not resolved. really. So I looked into my usage and I still have soem. in my free trial. this image shoes this right? https://www.dropbox.com/s/z1o9l6mfpc7pduf/Screen%20Shot%202023-03-20%20at%203.28.48%20AM.png?dl=0
or do you have any other ideas why Im getting these Null erros. again, Id like to get this to work.
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m_Script: {fileID: 11500000, guid: e3fa2649d95d04f44a7953dfbf94acfb, type: 3}
m_Name:
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apiKey: here havemy api key
timeout: 0
what is wrong with the code???
Why I run AIcommand it show this error?
NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/AICommand-main/Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/AICommand-main/Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/AICommand-main/Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at :0)
Im trying the default prompt you have in there, random cubes. etc. ( I forget what it said) I get and error. Null Reference Exception "Object reference is not set to an instance of an object... I made a cube object and then asked the AI to copy "cube" fout times and got another Null. ?
Is there a Discord or some other social media where you upload your daily work as well? I'd like to follow this project!
Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'
and
Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'
Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'
Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'
I know i do use version Unity 2022.2, but i test just with another version.
When I run this, I encountered the error of
Assets\AICommandTemp.cs(2,7): error CS0246: The type or namespace name 'UnityEngin' could not be found (are you missing a using directive or an assembly reference?)
which means there is a lack of code :using UnityEditor;
in AICommandTemp.cs
.
I fixed it through adding using UnityEditor;
.
It worked!
i set up api key and everything but i get NullReferenceException: Object reference not set to an instance of an object
My editor raised an exception that 'Object reference not set to an instance of an object' after I pressed the run button, why?
Is this MIT license or something else? I don't see anything clarifying that.
I went in the project settings and there was nothing that had ai in it
File may be corrupted or was serialized with a newer version of Unity error occured. Can I know the version of unity that you use?
Safe mode off the bat. Bytes to String, I do not understand
Please explain How to install! There are no directions, please. Its odd that allot of these GitHub softwares never have directions.
When I copy the project and open it, Unity console has these error logs:
NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at <603bdbf3494743328394e419389d220c>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)
It will be great to create a visual graph for prompt game logic :)
Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'
Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'
Any idea of how i could tackle them?
It seems it just works on Windowsmachine, couldn't find the window "AI Command"by my Unity Version 2022.2.13f on ubuntu
API Key is set.
File exist on UserSettings/AICommandSettings.asset
I click on the button
NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at <9dccbc75b8a249d78358fb192f335670>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <a7f6f3a1791146c5a8c571ac1afd5641>:0)
Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'
Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'
Dear Unity Guru.
I hope this message finds you well. Yesterday, I came across a new ChatGPT plugin that you recently released, and I am very eager to try it out. However, I've encountered a compiling error in one of the scripts and need your assistance to resolve it.
The error message I received is as follows:
"NullReferenceException: Object reference not set to an instance of an object AICommand.OpenAiUtilInvokeChat (System.String prompt) (at Assets/Editor/OpenAiUtil.cs:52)"
To ensure I followed the correct procedure, I took these steps:
-Downloaded the project.
-Installed the exact version specified in your sample (v2022.2.10).
-Navigated to Edit > Project Settings > AI Command and entered the generated API key. I tried various formats, including with and without the "sk-" prefix and the hyphen.
-Opened the "test" scene included in the project.
-Accessed the windows menu and ran the test prompt, which led to the error message.
-Could you please guide me in rectifying this issue?
I apologize for any inconvenience, and I truly appreciate your efforts in developing this plugin. I admire your work and am grateful for your contributions to the community.
For your reference, here are my system specifications:
Sincerely,
JPupper
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