In general you can perform actions in the dialogue tree using the Task Action node. If you want to run multiple actions together, you can add multiple actions in the Task Action node and set them to Run In Parallel.
Thus, for what you are after, I would recommend using Task Action nodes INSTEAD of the default “Say” nodes, and add the LipSync action + the Say action together and set them to Run In Parallel. As such, both actions will run together simultanously.
I was able to trigger the dialogue tree with timeline by setting the “Click Me” script to OnEnable.
But, how can I trigger the individual Dialogue nodes with Timeline Signals? Any idea.
Because when I trigger the tree, it gets stuck on the first node waiting for a click(Which its supposed to). Can I trigger a mouse click in events or signals to invoke the dialogue to continue?
This way I can easily change the timing of the Dialogue buy dragging the signal marker.
If you do not want the dialogue nodes to “wait” for input, there is an option in the “@DialogueUGUI” gameobject inspector called “Wait Mouse Input” which you can disable (it is enabled by default). If you disable this option, then the dialogue nodes will continue automatically as soon as they are finished in order. Please let me know if that is that what you meant, or if you actually need to make the nodes wait until some event happen before continuing (?).
Thanks!
Join us on Discord: https://discord.gg/97q2Rjh
Author
Posts
Viewing 4 posts - 1 through 4 (of 4 total)
You must be logged in to reply to this topic.
Login
Register
By registering on this website you agree to our Privacy Policy.