I think what's happening is any queued command waiting on a message will wait forever to run if you pause the game on a frame where an expected sequencer message is sent.
Here's the code in sequencer that does it:
Code: Select all
public void OnSequencerMessage(string message)
{
try
{
if ((m_queuedCommands.Count > 0) && !IsTimePaused() && !string.IsNullOrEmpty(message))
What's the best way to side-step this issue? Should I just delete the two places:
Code: Select all
IsTimePaused()