Hi,
That sequence is probably something you should add to a conversation's dialogue entry node or the Default Sequence since it should play when nodes are shown.
Then check for any errors or warnings in the Console window.
You can also temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. This will log a lot of information to the Console window. Each sequencer command will log two lines.
The first line reports the result of parsing the command and scheduling a time for it to play. It will look something like:
Code: Select all
Dialogue System: Sequencer.Play( AnimatorPlayWait(Talking)@0 )
The second line will appear when the command actually executes. It will show which GameObject is it using for the Animator component. For example:
Code: Select all
Dialogue System: Sequencer: AnimatorPlayWait(Talking, SpeakerHere, 0, -1)
where SpeakerHere is the current node's speaker. Make sure the speaker is correct. Otherwise you will need to either specify the speaker in the commands or change which GameObject is used as the speaker (e.g., assigned to the Dialogue System Trigger's Conversation Actor or Conversation Conversant.)
Also, I recommend adding the 'required' keyword to the second command:
Code: Select all
AnimatorPlayWait(Talking)->Message(Done);
required AnimatorPlay(Idle)@Message(Done)
This will guarantee that it plays Idle even if the player skips ahead before AnimatorPlayWait() has finished.
If Talking is a short animation (for example, just one loop of opening and closing the mouth), you may want it to loop for the duration of {{end}} instead:
Code: Select all
AnimatorPlay(Talking);
required AnimatorPlay(Idle)@{{end}}