If you want the conversation and animation to play in parallel, you can start the animation in the first node of the conversation. You don't have to stop it there. You can let it play until some later node in which you play a different animation.
See my image below.
I already have the animation start in the first node? Actually in this node tree the only sequencer is this first node. The remaining nodes are just dialogue text.
To deactivate things like the Mobile UI, I recommend adding a Dialogue System Events component to the player instead. Configure OnConversationStart() to deactivate the GameObjects and OnConversationEnd() to reactivate them.
where someOtherAnimation is the animation to return to after playerSleep. This will play the animation at the start of the last node. To play it when you dismiss the last node:
I noticed my animation will only play if I check off "pause game during conversation", but if I don that then during conversation my player is flow away as some rigidbody/gravity ish!!
Any idea..
Should I use a event component to freeze player during conversation?
Sorry to disturb you again.
No rush here. When you have time please see the link youtube I created for you to better see my issue now.
Very briefly.
1:
The animation on play on the NPC dont work unless I have ticked of the "Pause on game" on the trigger object.
2:
During conversation with Wizzard it skips through the last node so we don't get chance to read it? Maybe a delay?
3:
After number 2 issue above as soon as the conversation ends, the player is moving in the direction of where he last entered the trigger,
as if it remembers the last direction i came in from and then paused that. However i can regain control again moving the joystick, but if I don't
he just keeps moving until an obstacle stops him