Dialogue System, activate event scene after dialogue entry/note is completed/finished

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edybtt
Posts: 2
Joined: Tue Apr 22, 2025 12:38 pm

Dialogue System, activate event scene after dialogue entry/note is completed/finished

Post by edybtt »

Image: https://ibb.co/gMvVkmSf

How can I make the scene event trigger exactly when the dialogue entry/node ends? I don't want it to activate at the beginning when entering the node. Thanks!
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Tony Li
Posts: 23251
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System, activate event scene after dialogue entry/note is completed/finished

Post by Tony Li »

Hi,

Scene events always run at the start of the node. Here are two ways to run at the end of the node:

1. Add a blank node after the node. Move the UnityEvent to the blank node, and set the blank node's Sequence to: Continue()

2. Or use a sequencer command instead of a UnityEvent, since sequencer commands let you specify timing. For example, the sequence might look something like:

Code: Select all

SendMessage(Quest_Completed, 3, Quests)@{{end}}
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