Replace a CollisionShape2D with another after dialogue and animation have ended

That’s great. If you want you could share the solution as the accepted answer… Or simply accept your last reply to close the thread.

I might have a problem. I unmarked the solution because, while testing things few minutes ago, I discovered that the code in Actionable 2 that causes itself to de-spawn is also being triggered by interacting with Actioanble1 and Actioanble3’s test location.

Nevermind, fixed that.

Here’s the code I used. I’ll mark this as the solution.

func action() -> void:
	var balloon = DialogueManager.show_example_dialogue_balloon(load("res://Dialog/pillar_of_fire.dialogue"),dialogue_start)
	await balloon.tree_exited
	var new_obj:= preload("res://scenes/actionable_3.tscn").instantiate()
	new_obj.global_position = global_position
	get_parent().add_child(new_obj)
	queue_free()