I have a custom SequencerCommand script that starts a coroutine.
The coroutine seems to stop in the mid of it when its dialogue node continues to the next node.
I tried to put
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What would be the best way to let the Coroutine finishes what it started no matter when the dialogue node gets continued.
Thank you,
Edit: I have run the coroutine in a gameObject that is a bit more persistent than dialogueNode itself so I solved it but hope to hear any alternative/ideal solution that you can suggest.