Fallback choice behaviour
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- C#
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Description
I have this Ink code as the last option somewhere:
```
* // fallback
++ [At least it's clear.]
#Crow: That it is.
#Crow: ... and quite moony, also.
->DONE
```
When I edit it like this in Inky, I get the warning that I should add a divert arrow to the fallback. The inspector in Unity mentions this as well. But when I change it to this:
```
* -> // fallback
++ [At least it's clear.]
#Crow: That it is.
#Crow: ... and quite moony, also.
->DONE
```
... compilation seems to go fine in Unity, but when I run I get an IndexOutOfRange exception. I'll paste Unity's error msg in a followup (need to switch computers for the paste : ).
The 'fix' mentioned by both Inky and Unity (adding the empty divert) makes the above fallback always show up (so it isn't really a fallback). Without the divert the choice [At least it's clear.] only shows up when all other choices are exhausted.
(I set up the above structure to have an extra, sticky option when all others are exhausted. Maybe there's a better way to do it?)
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