I am using the Dialogue System with the Unity Timeline feature for a cutscene event.
I was just wondering if there is a way to play a conversation using Unity Timeline without the need to add a Continue Conversation clip for every dialogue node? I have a game with lengthy and complex dialogue trees and a lot of cutscenes. I'm still learning, so I'm just wondering if there is an easier way to do this that I may have overlooked.
For my cutscenes, the Player is required to hit the Continue Button in order to progress in the conversations. Right now, I'm using this default sequence:
Timeline(speed, NameOfTimeline, 0);
required Timeline(speed, NameOfTimeline, 1)@Message(Continued)
So my cutscene currently doesn't have any Conversation Clips, but you can still play through the whole dialogue without them. However, since the duration of the conversation depends on Player inputs, and other events in the cutscene depend on the duration of the entire conversation, it looks like I will need to add them after all. But I would like to avoid using 20+ Conversation Clips if possible as that might get a little difficult to manage.
Hopefully I wrote this out clearly enough! Thanks so much for this asset. It's absolutely wonderful
