Description
I have the use case where "executes" in a game happen over time (like someone walking somewhere, or generally waiting for something to happen).
More specifically, I now have this problem where it directly goes from the execute right to the condition node, even though the condition has to be set during the execute.
For the execute nodes, I just created my own task queue that works through them, but since the condition node requires a return value right away, it's not as straightforward to do there.
I think it would be nice if all nodes were manually advanced like dialogue nodes are. It would give the user more control over the flow of the dialogue and wouldn't cause too much "code overhead" either.
It would make it easier to have things happen sequentially, and if concurrent, "running in the background" kind of behavior is desired, it would still be pretty easy to just start a coroutine and hit "next".