custom SequencerCommand's coroutine question
Posted: Wed Mar 31, 2021 1:22 am
Hello,
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 to have the coroutine finishes its whole line of coroutine function but it does stop in the mid as well.
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.
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
Code: Select all
required
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.