AoF wrote: ↑Thu Jun 06, 2019 4:44 pmSounds good. Since we're discussing this, I never really understood the documentation on required. It says, "Optional keyword specifying that the command must run even if the player cancels the sequence." How can the player cancel a sequence?
It would be clearer if it said "if the player cancels the sequence or clicks the continue button before the command has reached its time to run."
The "required" keyword guarantees that a command will run no matter what. (Well, except for when it crashes Unity.
)
Say you have this sequence:
At the 3-second mark, it points the camera at the listener.
If the player clicks the continue button after only 1 second, that Camera command won't run. Similarly, if the player presses the Cancel Subtitle input (defined in the Dialogue Manager's Input Settings section) before 3 seconds have elapsed, the Camera command won't run.
However, if the sequence is:
and the player clicks the continue button after only 1 second, the Camera command will run when the player clicks the continue button.
The "required" keyword is used to guarantee that critical commands run even if the subtitle ends early.
AoF wrote: ↑Thu Jun 06, 2019 4:44 pmAlso, if they do cancel a sequence and you've got two sequences chained together as in the above example, do they both run or only the required one?
Only the required one.