custom SequencerCommand's coroutine question

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
fkkcloud
Posts: 298
Joined: Mon Oct 05, 2020 6:00 am

custom SequencerCommand's coroutine question

Post by fkkcloud »

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

Code: Select all

required
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.
User avatar
Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: custom SequencerCommand's coroutine question

Post by Tony Li »

By design, the Dialogue System stops all sequencer commands when it stops the dialogue entry node and moves to the next one.

Your solution to kick off the coroutine on a separate GameObject or a separate script is correct.
Post Reply