Hmm, I added it to the Dialogue Manager's Default Sequence section and still not playing. I also removed the node's sequence to make sure it isn't overriding it.
Btw, if you notice a discrepancy between the animation names in my screenshots, I changed the animation names to a more generic "Talking" & "Idle" so that it can be used by all characters. The name shouldnt be the issue
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info.
When each dialogue entry plays, check the Console log. You should see two lines for each of those three commands.
The first line reports how the sequencer has parsed the command and the time at which it will play. For AnimatorPlay(Talking) it should look similar to:
PayasoPrince wrote: ↑Mon Feb 07, 2022 5:32 pmIs it not possible to start a conversation with Timeline that waits for a continue button and also animates the actor?
Here's an example that uses Continue Conversation clips to continue automatically: