## 4 Results
### Example Application of the Sequencer  
This section presents the practical use of the sequencer for scenes in educational 3D games, with an emphasis on integrating narration and technology in the Unity 3D environment. The sequencer, being a key tool in creating dynamic and engaging narrative scenes, allows for precise management of the progress of cutscenes, from simple animations to complex interactions. Working with the sequencer in Unity 3D begins when a capsule, simulating the player's character, interacts with an activator object known as OpenDoorTrigger, which in Figure 4 is marked as a cube. The capsule's entry into the cube initiates the sequencer, leading to the \begin{table}
\begin{tabular}{c c c c} \hline \hline
**Component** & **Function** & **Operating Mechanism** & **Impact on the Game** \\ \hline \multirow{3}{*}{\begin{tabular}{c} Sequence Management \\ of Controllers \\ \end{tabular} } & Organizes some controllers in a predetermined order or based on defined conditions & \begin{tabular}{c} CutsceneSequencer creates and \\ maintains a list or queue of actions \\ (CutsceneControllers), which are \\ activated sequentially \\ \end{tabular} & \begin{tabular}{c} Enables the creation of smooth and \\ complex narrative scenarios, \\ improving the quality of narration \\ and player engagement \\ \end{tabular} \\ \hline \multirow{3}{*}{\begin{tabular}{c} Conditional Control \\ \end{tabular} } & Decides on the initiation of actions based on the fulfillment of specific conditions & \begin{tabular}{c} Uses programming logic to assess \\ conditions (e.g., player choices, game \\ events) before initiating actions \\ \end{tabular} & \begin{tabular}{c} Allows the dynamic adaptation of \\ scenes to player actions and other \\ game variables, creating an \\ interactive and non-linear narrative \\ \end{tabular} \\ \hline \multirow{3}{*}{\begin{tabular}{c} Coordination with \\ CutsceneController \\ \end{tabular} } & Collaborates with & CutsceneSequencer communicates & \begin{tabular}{c} Ensures smooth implementation and \\ the sequence and conditions for \\ initiating actions to \\ CutsceneController \\ \end{tabular} & \begin{tabular}{c} Ensures smooth implementation and \\ execution of scenes, maintaining \\ consistency of experience and \\ integration with gameplay \\ \end{tabular} \\ \hline \multirow{3}{*}{\begin{tabular}{c} Flow Control \\ \end{tabular} } & Manages the flow of scenes, including their initiation, stopping, and transition to the next scene & \
\begin{tabular}{c} Flow control mechanisms allow for \\ smooth transitions between scenes \\ and their temporal control \\ \end{tabular} &
\begin{tabular}{c} Maintains the appropriate pace of \\ narration, affecting player immersion \\ and engagement with the \\ game’s storyline \\ \end{tabular} \\ \hline \hline \end{tabular}
\end{table} 
Table 7: CutsceneSequencer in the context of a computer game scene system. activation of the programmed sequence of scenes. This event starts a series of cutscene activations, which are programmed to launch sequentially, ensuring a smooth narrative transition. The initiation of the sequencer occurs by placing an activator object on the scene, which, regardless of its form, must contain a collision component that enables sequencer activation. In the Unity project, a hierarchical structure for managing sequencer elements has been implemented, including key components that enable the effective creation and management of in-game narration. The central element is the IntroSequencer object, which functions as the main container for all sequences. Each sequence within this container is treated as a separate module, ensuring better organization and greater flexibility in managing individual narrative segments. Additionally, the structure includes the IntroCameras object, which is responsible for storing and managing cameras used to record individual scenes. The IntroEvents object serves as an event controller, initiating events during transitions between sequences, which is crucial for the fluidity and consistency of the narrative.