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Files:
  • Assets/_MolcaSDK/_VR/Scripts/Scenario/Steps/StepBridge.cs
  • Assets/_MolcaSDK/_VR/Scripts/Scenario/Steps/SequenceBridge.cs

Role

Thin MonoBehaviour helpers (not Step subclasses) that resolve remote objects via SceneObjectReference after Start:
  • StepBridgeCompleteStep() / ResetStep() on a resolved Step.
  • SequenceBridgeStartSequence, StopSequence, PauseSequence, ResumeSequence, RestartSequence, CompleteCurrentStep() on a SequenceController.
Use for UI buttons, triggers, or other prefabs that must drive a step or sequence elsewhere in the scene.

Code

// Wire a Canvas button to StepBridge.CompleteStep() after resolving stepRef.

// SequenceBridge — external control:
using UnityEngine;

public class HubMenu : MonoBehaviour
{
    public SequenceBridge training;

    public void Begin() => training.StartSequence();
    public void Abort() => training.StopSequence();
}
Both rely on async ResolveAsync in Start — avoid calling CompleteStep() before resolution finishes (add a short delay or guard).

Troubleshooting

  • Null Step / SequenceControllerSceneObjectReference not assigned, target missing ReferenceableComponent, or Start not run yet.
  • No effect — Confirm the resolved Step is the active one in your SequenceController graph.
  • StepBridge vs Sequence — This script does not participate in the sequence as a Step; it only invokes methods on an existing step instance.

Unity Editor

StepBridge or SequenceBridge Inspector with external sequence references.

StepBridge or SequenceBridge in Unity Inspector