Hi, I'm trying to understand. Do you want to delay the appearance of the dialogue text until a certain action has occurred? If so, create an empty node from <START>. Then link this empty node to the first node with text. In the empty node, leave the Dialogue Text blank, and set the Sequence to somet...
Set the Dialogue Manager's Other Settings > Debug Level to Info and check which GameObjects are being used for the actor and conversant. Is it different when you play straight in the scene versus when you come from another scene?
If you'll control the conversation's continuation in the timeline, then yes. Set the Dialogue Manager's Subtitle Settings > Continue Button mode to Always, or do it only for the specific conversation (in Dialogue Editor > Conversations > Menu > Conversation Properties). Then use a dialogue UI that d...
If you don't want to use a Cinemachine Priority On Dialogue Event component and/or the Cinemachine***() sequencer commands, I suggest putting your code in a custom sequencer command. This way they can tie into the timing of the conversation and vice versa.
Hi, To make single player-actor responses automatic (not requiring a menu button click), see How To: Bypass Response Menu When Player Has One Choice . Since it's not possible to know what dialogue UI will be in use at runtime, the Start Conversation and Continue Conversation timeline clips just show...
Hi, Conversations can span multiple scenes, so make sure to end the previous conversation before the new one starts. For example, if you require the player to click a continue button to advance conversations, and if you're using the LoadLevel() sequencer command to change scenes, add a blank node at...