Instead of an always complete feature, could there instead be a priority number, like when you change the layer of an in-game object?
I brought this up a long time ago, he said hed consider it, dunno what happened
how do you envision that working? What happens when you trigger a low priority animation while a higher priority animation is playing?
@grazer It doesn’t play, the other animation continues
Is that the only effect?
It’s nice when you have multiple animations, and they have always complete active, trying to play one and having to suppress all the others
Maybe 20 different priorities, -10 to 10