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Delay
When an output is invoked on a reactive logic component, the system looks for user-configured output handlers that match the output name. It then finds the desired target and schedules the input to be invoked at the next logic update.
This scheduled input may have an additional delay, in seconds, before the input is invoked on the known target.
Sometimes it is preferable for the logic to be executed immediately. The delay can be set to negative one (-1) to immediately invoke the input on all targets without scheduling it for execution on the next update. This is great for groups of logic that need to be able to accept an input and immediately provide an output, such as special logic gates, where you don't want the logic to break just because the input is invoked too rapidly.
The danger of immediate execution is that if for some reason there is a loop, it will freeze the game and then crash it with a stack overflow. While continuing execution of a loop on the next logic update is also wasteful and may slow the game down, it can't crash it.
Logic Components | Terminology | Programming | External Components | |
---|---|---|---|---|
Logic Animator | Activator | Custom Logic | Reactive Dynamic Light | |
Logic Auto | Caller | Custom Inspector | ||
Logic Branch | Delay | Use Key | ||
Logic Case | Target | |||
Logic Collision Pair | User Inputs | |||
Logic Compare | ||||
Logic Counter | ||||
Logic Destroy | ||||
Logic Filter | ||||
Logic Group | ||||
Logic Instantiate | ||||
Logic Log | ||||
Logic Move Linear | ||||
Logic Relay | ||||
Logic Timer | ||||
Logic Trigger | ||||
Logic Unity |