I would like the two to interact, for example the 1st to stop until further progress has been made within the 2nd one.
I tried to use a variable, set by a node in the 2nd conversation and then checked by the 1st conversation which works quite well.
Unfortunately if the 1st conversation have reached the node where the variable is tested, before being set by the 2nd, the conversation get stuck as the test in executed only once.
I tried then sending a sequence message which have the opposite downside: it works perfectly if the user reach the node before triggering the SendMessage, but it's useless if the user haven't yet reached it as the message is sent only once.
I tried to solve this by creating double path: the message in conversation 2 both set a variable and send a message. Within the 1st conversation I first check for the variable. If true I move forward, if false I move to a different node that waits for the message.
I have two questions:
- Does my solution makes sense or did I create something convoluted that actually can be solved in a simpler way?

- If the above is optimal then I need help to understand why sending a message from one dialogue to another doesn't seem to work. I used the following syntax and none of them did work:
SendMessage(MyMessage,)
SendMessage(MyMessage, ,everyone)
SendMessage(MyMessage, ,everyone,broadcast)
Just for testing I tried to send the same message through a click on an unrelated object using a Playmaker action (SendSequencerMessage.cs) and it works perfectly somehow.