What is the right way to start a Dialogue tree from a FSM/Behaviour tree/Dialogue tree?
I know in a FSM/Dialogue Tree/Behaviour tree there is a task in Action > Dialogue > Start dialogue tree, but when I try to add a dialogue tree it just doesnt take it.
To start a behaviour tree it does work good, from a FSM/Dialogue tree/Behaviour tree there is an tast in Utility > Control Graph Owner and you can use the method start Behaviour, stop behaviour or pause behaviour.
There is a way to start the dialogue tree from a FSM/Dialogue Tree/Behaviour tree and is by using an object with a script, so the script added to the object invoke an UnityEvent that starts the dialogue tree but I think it is not the right way and I have to manually check when the dialogue have finished (by adding wait actions with seconds) because with this way there is no “Wait Action Finish” bool paramater.
Like the help text of the “Start Dialogue Tree” action reads (shown in the image as well) 🙂 :
“Please Drag & Drop the DialogueTree Component rather than the GameObject for assignment” 🙂
So, please don’t try to assign the DialogueTree reference by dragging and dropping the Dialogue Tree gameobject, but rather drag & drop the DialogueTree component itself after you have selected the Dialogue Tree gameobject.