📄️ Custom Command Type
As of version 1.6.0, ICommandAutoDraw interface is introduced, which scraps all the necessary boilerplates to manually draw a command. It will be explained in Auto Draw Command. However, we recommend you to keep reading through this page to get to know better on how a command works.
📄️ Alternative Exit and Parallel Flow
If you have read the Overview - Sequine Flow section, you should've been familiar that each type of Sequine Flow needs an executor in order for the to be executed.
📄️ Auto Draw Command
An Auto Draw Command is a command which the editor node (including fields, in-points, and out-points) is automatically drawn, just like how we normally work with MonoBehaviour or ScriptableObject in Inspector.
📄️ Using Cross-Scene Reference by Script
Before going straight into accessing a Cross-Scene Reference in C#, let's be familiar on how to draw a Target Field in a command using CommandGUI first.
📄️ Using Cross-Scene Binding (Legacy) by Script
Before going straight into using Cross-Scene Binding in C#, let's be familiar on how to draw an Object Field using CommandGUI first.
📄️ Command Creator Window
Opening a Command Creator Window
📄️ Custom Text Behaviour Component
We've learned from Text Behaviour Profile section, that a profile consists of several Text Behaviour Components that defines how to profile affects the behaviour of the text animation.
📄️ Learn More Low-Level Customization
There are several terms that are intentionally left unexplained, such as CommandData. You might also wondered how to create a more complex looking command such as Branch command.