Modeling Skippable Presentation Flow as a Race in Unity
When building UI presentations or cutscene-like flows in Unity, skip support sounds simple at first. "If the player presses a button, skip the current presentation and move on." In practice, though...

Source: DEV Community
When building UI presentations or cutscene-like flows in Unity, skip support sounds simple at first. "If the player presses a button, skip the current presentation and move on." In practice, though, it often turns into scattered control code: stop the running tween cancel the wait remove the input listener force objects into their final state somehow continue to the next step safely The more complex the flow becomes, the harder it gets to keep skip handling clean. In previous projects, skip handling often ended up as a mix of flags, conditional branches, and cleanup code scattered across the flow. That experience is what pushed me to look for a more structural approach. I ended up approaching this problem from a different angle: instead of treating skip as an external interruption, I modeled it as a race between user input and presentation flow. That idea became what I call ChainRacePattern. The problem with "just add skip" Without skip support, a presentation flow is usually straightf