Gameplay Events in Sequencer
Gameplay Events in Sequencer
Timing is everything, especially when you have a specific time you want a device to execute a specific function. Typically, triggering functions involves setting up multiple devices or triggers in complicated ways or even using the channel device to pull game mechanics, functions, and visuals together.
Timing is everything, especially when you have a specific time you want a device to execute a specific function. Typically, triggering functions involves setting up multiple devices or triggers in complicated ways or even using the channel device to pull game mechanics, functions, and visuals together.
With Gameplay Events in Sequencer you can trigger device functions at the exact time you want during the gameplay.
Gameplay Events in Sequencer do not work with Verse authored custom devices, this feature only works with the devices found in the Content Browser's Device folder.
Timing Events
Using Sequencer simplifies the event timing process and causes functions to trigger on time without relying on a chain reaction of events firing from connected devices. This is helpful for rhythym games, or to execute a game mechanic that depends heavily on the player timing their movement through a level to avoid danger.
You're reading a preview
The full reference is free for BrainDeadGuild Discord members — sign in to read it all, or open the original at the source.
Sign in with your BrainDead.TV / BrainDeadGuild Discord account for full access.