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Current command logic is really suitable only for "semi static" animations, since it's not possible to query node state in the middle of command sequence, i.e. all lua code executed in lua coroutine is synced with c++ side only via "resume", which blocks animation loop until resumed.
Doing such yield/resume after every command would be too expensive, since would require too much sync code between lua and c++ side.
Should somehow wrap command sequence logic into "async / wait" kind of logic in script
The text was updated successfully, but these errors were encountered:
Current command logic is really suitable only for "semi static" animations, since it's not possible to query node state in the middle of command sequence, i.e. all lua code executed in lua coroutine is synced with c++ side only via "resume", which blocks animation loop until resumed.
Doing such yield/resume after every command would be too expensive, since would require too much sync code between lua and c++ side.
Should somehow wrap command sequence logic into "async / wait" kind of logic in script
The text was updated successfully, but these errors were encountered: