did you ever figure this out?
I'm about to start a dialogue skip feature and I was just browsing if anyone had done it. I think I'm going to use the "Is Tag Playing" and skip it that way. but it's going to be tricky since some of the audio is timed with animation..
I didn’t really figure it out, and made a compromise instead. I created a variable that stored all the characters current text, if you clicked when a character is talking it would set the game time to 20, then restore it to 1 once the variable changed, i.e. when the next line of text appeared. Obviously it isn’t great as it means the whole game time speeds up, and you have to set object timescales individually to 1 to stop it from looking strange.
MadSpy 's suggestion has just changes all of this though! I hadn’t even considered wait for signal, in fact I’d never even considered what this action did. Since reading this about 10 minutes ago, I’ve created a new system to skip text which works flawlessly! I wish I’d known about this 2 years ago! Now to go through hours of dialogue and add this new system! Thanks MadSpy , this is a game changer!