Text Response of chatbot dialogflow shows code

Hello everyone !! I have a slight problem or maybe not so light with dialogflow (Api.ai), I’m only interested in the text part to make a chatbot without audio. When I send the request, it returns as a result a chain of code instead of only the response, for example “hello”. Please, help me.

Asset: GitHub - dialogflow/dialogflow-unity-client: Unity library for Dialogflow

/**
* Copyright 2017 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*      http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/

using UnityEngine;
using UnityEngine.UI;
using System;
using System.IO;
using System.Collections;
using System.Reflection;
using ApiAiSDK;
using ApiAiSDK.Model;
using ApiAiSDK.Unity;
using Newtonsoft.Json;
using System.Net;
using System.Collections.Generic;

public class ApiAiModule : MonoBehaviour
{

    public Text answerTextField;
    public Text inputTextField;
    private ApiAiUnity apiAiUnity;
    private AudioSource aud;
    public AudioClip listeningSound;

    private readonly JsonSerializerSettings jsonSettings = new JsonSerializerSettings
    {
        NullValueHandling = NullValueHandling.Ignore,
    };

    private readonly Queue<Action> ExecuteOnMainThread = new Queue<Action>();

    // Use this for initialization
    IEnumerator Start()
    {
        // check access to the Microphone
        yield return Application.RequestUserAuthorization(UserAuthorization.Microphone);
        if (!Application.HasUserAuthorization(UserAuthorization.Microphone))
        {
            throw new NotSupportedException("Microphone using not authorized");
        }

        ServicePointManager.ServerCertificateValidationCallback = (a, b, c, d) =>
        {
            return true;
        };
          
        const string ACCESS_TOKEN = "access_token_number";

        var config = new AIConfiguration(ACCESS_TOKEN, SupportedLanguage.Spanish);

        apiAiUnity = new ApiAiUnity();
        apiAiUnity.Initialize(config);

        apiAiUnity.OnError += HandleOnError;
        apiAiUnity.OnResult += HandleOnResult;
    }

    void HandleOnResult(object sender, AIResponseEventArgs e)
    {
        RunInMainThread(() => {
            var aiResponse = e.Response;
            if (aiResponse != null)
            {
                Debug.Log(aiResponse.Result.ResolvedQuery);
                var outText = JsonConvert.SerializeObject(aiResponse, jsonSettings);
              
                Debug.Log(outText);
              
                answerTextField.text = outText;
              
            } else
            {
                Debug.LogError("Response is null");
            }
        });
    }
  
    void HandleOnError(object sender, AIErrorEventArgs e)
    {
        RunInMainThread(() => {
            Debug.LogException(e.Exception);
            Debug.Log(e.ToString());
            answerTextField.text = e.Exception.Message;
        });
    }
  
    // Update is called once per frame
    void Update()
    {
        if (apiAiUnity != null)
        {
            apiAiUnity.Update();
        }

        // dispatch stuff on main thread
        while (ExecuteOnMainThread.Count > 0)
        {
            ExecuteOnMainThread.Dequeue().Invoke();
        }
    }

    private void RunInMainThread(Action action)
    {
        ExecuteOnMainThread.Enqueue(action);
    }

    public void PluginInit()
    {
      
    }
  
    public void StartListening()
    {
        Debug.Log("StartListening");
          
        if (answerTextField != null)
        {
            answerTextField.text = "Listening...";
        }
          
        aud = GetComponent<AudioSource>();
        apiAiUnity.StartListening(aud);

    }
  
    public void StopListening()
    {
        try
        {
            Debug.Log("StopListening");

            if (answerTextField != null)
            {
                answerTextField.text = "";
            }
          
            apiAiUnity.StopListening();
        } catch (Exception ex)
        {
            Debug.LogException(ex);
        }
    }
  
    public void SendText()
    {
        var text = inputTextField.text;

        Debug.Log(text);

        AIResponse response = apiAiUnity.TextRequest(text);

        if (response != null)
        {
            Debug.Log("Resolved query: " + response.Result.ResolvedQuery);
            var outText = JsonConvert.SerializeObject(response, jsonSettings);

            Debug.Log("Result: " + outText);

            answerTextField.text = outText;
        } else
        {
            Debug.LogError("Response is null");
        }

    }

    public void StartNativeRecognition()
    {
        try
        {
            apiAiUnity.StartNativeRecognition();
        } catch (Exception ex)
        {
            Debug.LogException(ex);
        }
    }
}

It looks to me like it’s sending a bundle of data in JSON format, not code. You can parse that out with your favorite JSON-parsing utility (perhaps even Unity’s will work, I’m not sure).