Fork will allow the user to run multiple nodes strings in the same time. Think of the fork node as a garden hose that will split the flow between multiple paths equally.
After Setting up your scene like the image above.
Fork can be manipulated to make it more versatile and controllable. With the following nodes. Wait, Pause, Resume & Abort.
Wait will simply make sure that all the Fork threads have played and completed before the main string node plays through. The scenario above is telling the Fork node, to animate objects within the Template. But the scenario will not play though to the MessageBox node, until all the AnimateLoop templates have played and completed then the flow will play the MessageBox node.
To use and properly utilize Pause, Resume & Abort, you will need to use Variables to better control the Fork node. For more info about Variables see the Variables page.
We have to now assign the Fork node to the declared Variable
Example the scenario above is using Pause, Resume & Abort.
Note that Pause & Resume are on a loop so the process of Pause & Resume can repeat over and over.
Pause & Resume-The fork is being told, when the blue cube is clicked Pause X when the green cube is clicked Resume X, where X is the fork.
Abort-The fork is being told, when the red cube is clicked, to Abort.
Using variables will give the user better control over the Fork Node.