Add a new property to triggerSceneEmote() to avoid interruptions of the emote.
If this property is set to true, players can't play other emotes on top of it, until it finishes playing. If the player moves, they will walk away and interrupt the emote as they normally do.
So for example, if the scene makes the player play a "dig hole" emote setting this property to true, they're not able to play a "clap" emote until the "dig hole" ends. They can walk away and interrupt the action entirely at any time, tho.
If a content creator wants the player to also not be able to walk away, they can combine this with the InputModifier.
Add a new property to
triggerSceneEmote()
to avoid interruptions of the emote.If this property is set to true, players can't play other emotes on top of it, until it finishes playing. If the player moves, they will walk away and interrupt the emote as they normally do.
More context: https://docs.decentraland.org/creator/development-guide/sdk7/trigger-emotes/
So for example, if the scene makes the player play a "dig hole" emote setting this property to true, they're not able to play a "clap" emote until the "dig hole" ends. They can walk away and interrupt the action entirely at any time, tho. If a content creator wants the player to also not be able to walk away, they can combine this with the InputModifier.