GameFlow
  • Overview
  • Installation
  • Hello, World!
  • Basics
  • Guides
    • Programs
    • Variables
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    • Conditions
    • Flow Control
    • Parameters
    • Commands
    • Gamefabs
    • Lists
    • States
    • Vectors
    • Colors
    • GameObjects
    • Transforms
    • Game Management
    • Animation
    • Scene Management
    • Audio
    • Physics
    • Input Control
    • Maths
    • Text
    • Navigation
    • Paths
    • Object Pools
    • Raycasting
    • Timers
    • User Interface
    • 2D
    • Video
    • Materials
    • Shaders
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    • Hierarchy
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    • Events
    • Camera
    • Other
    • Automation
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    • Debugging
    • Documentation
    • Gizmos
    • Integration
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    • Mobile
    • Multiplatform
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    • Utilities
    • WebGL
    • Sharing
  • Reference
    • Programs
    • Actions
    • Conditions
    • Data
    • Tools
  • API
    • Custom Actions
    • Custom Conditions
    • Templates
    • Communication
    • Direct Execution
    • Event Listening
    • Reference
  • Tutorials
    • 01: Object rotation & Color change
    • 02: Moving a cube with Keys and Forces
    • 03: Simple camera shake effect
    • 04: Point and Click
    • 05: Typewriter
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On this page
  • Action (Class)
  • ActionEditor (Class)
  • ActivationEvent (Class)
  • Properties
  • Remarks
  • ApplicationFocusEvent (Class)
  • Properties
  • Remarks
  • ApplicationInitEvent (Class)
  • Remarks
  • ApplicationPauseEvent (Class)
  • Properties
  • Remarks
  • ApplicationQuitEvent (Class)
  • Remarks
  • BuiltinVariable (Class)
  • ClickEvent (Class)
  • Properties
  • Remarks
  • CollisionEnterEvent (Class)
  • Properties
  • Remarks
  • CollisionExitEvent (Class)
  • Properties
  • Remarks
  • CollisionStayEvent (Class)
  • Properties
  • Remarks
  • Command (Class)
  • Condition (Class)
  • ConditionEditor (Class)
  • CustomEvent (Class)
  • Properties
  • Methods
  • Remarks
  • DeactivationEvent (Class)
  • Properties
  • Remarks
  • Description (Class)
  • DeselectEvent (Class)
  • Properties
  • Remarks
  • DrawGizmosAction (Class)
  • DrawGizmosActionEditor (Class)
  • During (Class)
  • EndEditEvent (Class)
  • Properties
  • Remarks
  • EvaluateConditions (Class)
  • ExternalMessageEvent (Class)
  • Properties
  • Remarks
  • For (Class)
  • ForEach (Class)
  • Force (Class)
  • Function (Class)
  • FunctionEditor (Class)
  • GameOverEvent (Class)
  • Remarks
  • GamePauseEvent (Class)
  • Remarks
  • GameResumeEvent (Class)
  • Remarks
  • GameStartEvent (Class)
  • Remarks
  • Group (Class)
  • If (Class)
  • Key (Class)
  • KeyDownEvent (Class)
  • Properties
  • KeyUpEvent (Class)
  • Properties
  • LanguageEvent (Class)
  • Properties
  • Remarks
  • LimitValueAction (Class)
  • LimitValueActionEditor (Class)
  • List (Class)
  • ListAction (Class)
  • ListActionEditor (Class)
  • ListFunction (Class)
  • ListFunctionEditor (Class)
  • ListIndexAction (Class)
  • ListIndexActionEditor (Class)
  • ListIndexFunction (Class)
  • ListIndexFunctionEditor (Class)
  • ListItemAction (Class)
  • ListItemActionEditor (Class)
  • ListItemFunction (Class)
  • ListItemFunctionEditor (Class)
  • ListItemIndexAction (Class)
  • ListItemIndexActionEditor (Class)
  • ListItemIndexFunction (Class)
  • ListItemIndexFunctionEditor (Class)
  • Localization (Class)
  • Loop (Class)
  • Macro (Class)
  • MouseDownEvent (Class)
  • Properties
  • Remarks
  • MouseDragEvent (Class)
  • Properties
  • Remarks
  • MouseEnterEvent (Class)
  • Properties
  • Remarks
  • MouseExitEvent (Class)
  • Properties
  • Remarks
  • MouseOverEvent (Class)
  • Properties
  • Remarks
  • MouseUpEvent (Class)
  • Properties
  • Remarks
  • Note (Class)
  • NumericParameterAction (Class)
  • NumericParameterActionEditor (Class)
  • NumericVariableAction (Class)
  • NumericVariableActionEditor (Class)
  • OnActivate (Class)
  • OnApplicationFocus (Class)
  • OnApplicationInit (Class)
  • OnApplicationPause (Class)
  • OnApplicationQuit (Class)
  • OnAwake (Class)
  • OnClick (Class)
  • OnCollisionEnter (Class)
  • OnCollisionEnter2D (Class)
  • OnCollisionExit (Class)
  • OnCollisionExit2D (Class)
  • OnCollisionStay (Class)
  • OnCollisionStay2D (Class)
  • OnCustomEvent (Class)
  • OnDeactivate (Class)
  • OnDeselect (Class)
  • OnDestroy (Class)
  • OnDrawGizmos (Class)
  • OnEndEdit (Class)
  • OnExternalMessage (Class)
  • OnFixedUpdate (Class)
  • OnGameOver (Class)
  • OnGamePause (Class)
  • OnGameResume (Class)
  • OnGameStart (Class)
  • OnLanguageSet (Class)
  • OnLateUpdate (Class)
  • OnMouseDown (Class)
  • OnMouseDrag (Class)
  • OnMouseEnter (Class)
  • OnMouseExit (Class)
  • OnMouseOver (Class)
  • OnMouseUp (Class)
  • OnParameterChange (Class)
  • OnPointerDown (Class)
  • OnPointerEnter (Class)
  • OnPointerExit (Class)
  • OnPointerUp (Class)
  • OnProgramFinish (Class)
  • OnSceneLoad (Class)
  • OnSelect (Class)
  • OnStart (Class)
  • OnState (Class)
  • OnTimerExpire (Class)
  • OnTriggerEnter (Class)
  • OnTriggerEnter2D (Class)
  • OnTriggerExit (Class)
  • OnTriggerExit2D (Class)
  • OnTriggerStay (Class)
  • OnTriggerStay2D (Class)
  • OnUpdate (Class)
  • OnValueChange (Class)
  • OnVariableChange (Class)
  • Parameter (Class)
  • ParameterAction (Class)
  • ParameterActionEditor (Class)
  • ParameterChangeEvent (Class)
  • Properties
  • Remarks
  • Path (Class)
  • PointerDownEvent (Class)
  • Properties
  • Remarks
  • PointerEnterEvent (Class)
  • Properties
  • Remarks
  • PointerExitEvent (Class)
  • Properties
  • Remarks
  • PointerUpEvent (Class)
  • Properties
  • Remarks
  • Pool (Class)
  • ProgramFinishEvent (Class)
  • Properties
  • Remarks
  • Ray (Class)
  • Repeat (Clase)
  • RepeatUntil (Clase)
  • SceneLoadEvent (Class)
  • Properties
  • Remarks
  • SelectEvent (Class)
  • Properties
  • Remarks
  • Separator (Class)
  • State (Class)
  • StateMachine (Class)
  • TimeAction (Class)
  • TimeActionEditor (Class)
  • TimeFunction (Class)
  • TimeFunctionEditor (Class)
  • Timer (Class)
  • TimerExpireEvent (Class)
  • Properties
  • Remarks
  • TransformAction (Class)
  • TransformAction2D (Class)
  • TransformAction2DEditor (Class)
  • TransformActionEditor (Class)
  • TriggerEnterEvent (Class)
  • Properties
  • Remarks
  • TriggerExitEvent (Class)
  • Properties
  • Remarks
  • TriggeStayEvent (Class)
  • Properties
  • Remarks
  • ValueAction (Class)
  • ValueActionEditor (Class)
  • ValueChangeEvent (Class)
  • Properties
  • Remarks
  • ValueCondition (Class)
  • Variable (Class)
  • VariableAction (Class)
  • VariableActionEditor (Class)
  • VariableChangeEvent (Class)
  • Properties
  • Remarks
  • While (Clase)
  1. API

Reference

PreviousEvent ListeningNextTutorials

Last updated 5 years ago

Action (Class)

Base class for implementing custom Action blocks.

ActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ActivationEvent (Class)

Event fired when a GameObject is activated.

Properties

Property

Description

Type

source

The GameObject that was activated

GameObject

Remarks

Events of this type are managed by the program.

ApplicationFocusEvent (Class)

Event fired when the Application gets or losts the input focus.

Properties

Property

Description

Type

isFocused

Whether the application is currently focused or not.

bool

Remarks

ApplicationInitEvent (Class)

Event fired when the Application starts.

Remarks

ApplicationPauseEvent (Class)

Event fired when the Application enters or exits pause.

Properties

Property

Description

Type

isPaused

Whether the application is currently paused or not.

bool

Remarks

ApplicationQuitEvent (Class)

Event fired when the Application is about to close.

Remarks

BuiltinVariable (Class)

Base class for implementing built-in Variables.

ClickEvent (Class)

Event fired when a click is detected in the area of an UI element.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the pointer

Vector2

Remarks

CollisionEnterEvent (Class)

Event fired when a collider/rigidbody has begun touching another rigidbody/collider.

Properties

Property

Description

Type

source

The GameObject that was collided

GameObject

other

The GameObject that collided with 'source'

GameObject

contactPoint

The 3d world coordinates of the collision contact point

Vector3

relativeVelocity

The relative linear velocity of the two colliding objects

Vector3

Remarks

CollisionExitEvent (Class)

Event fired when a collider/rigidbody has stopped touching another rigidbody/collider.

Properties

Property

Description

Type

source

The GameObject that was collided

GameObject

other

The GameObject that collided with 'source'

GameObject

contactPoint

The 3d world coordinates of the collision contact point

Vector3

relativeVelocity

The relative linear velocity of the two colliding objects

Vector3

Remarks

CollisionStayEvent (Class)

Event fired while (that is, every frame) a collider/rigidbody is touching another rigidbody/collider.

Properties

Property

Description

Type

source

The GameObject that was collided

GameObject

other

The GameObject that collided with 'source'

GameObject

contactPoint

The 3d world coordinates of the collision contact point

Vector3

relativeVelocity

The relative linear velocity of the two colliding objects

Vector3

Remarks

Command (Class)

Class implementing the Command block.

Condition (Class)

Base class for implementing custom Condition blocks.

ConditionEditor (Class)

CustomEvent (Class)

Properties

Property

Description

Type

source

The origin of the event

GameObject

kind

A literal descriptor / identifier useful for filtering

string

data

Data attached to the event

Variable

Methods

public void AddListener(IEventListener listener)

Subscribes the specified listener to next events of this type.

public void RemoveListener(IEventListener listener)

Removes the specified listener from the subscription list for events of this type.

Remarks

DeactivationEvent (Class)

Event fired when a GameObject is deactivated.

Properties

Property

Description

Type

source

The GameObject that was deactivated

GameObject

Remarks

Description (Class)

DeselectEvent (Class)

Event fired when a selectable UI element is deselected.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

Remarks

DrawGizmosAction (Class)

DrawGizmosActionEditor (Class)

During (Class)

EndEditEvent (Class)

Event fired when the editing of an InputField has ended.

Properties

Property

Description

Type

source

The GameObject that originated the event

GameObject

value

The text in the InputField

String

Remarks

EvaluateConditions (Class)

ExternalMessageEvent (Class)

Event fired when a message from the host browser is received.

Properties

Property

Description

Type

stringMessage

The received message as string

string

intMessage

The received message as signed 32-bit integer value

int

floatMessage

The received message as 32-bit floating-point value

float

dataType

The data type of the received message

DataType

Remarks

For (Class)

ForEach (Class)

Force (Class)

Class implementing the Force block.

Function (Class)

Base class for implementing custom Action blocks that return a result value.

FunctionEditor (Class)

GameOverEvent (Class)

Remarks

GamePauseEvent (Class)

Remarks

GameResumeEvent (Class)

Remarks

GameStartEvent (Class)

Remarks

Group (Class)

If (Class)

Key (Class)

Class implementing the Key block.

KeyDownEvent (Class)

Properties

Property

Description

Type

key

The key that was pressed

Key

KeyUpEvent (Class)

Properties

Property

Description

Type

key

The key that was released

Key

LanguageEvent (Class)

Event fired when the current language is changed.

Properties

Property

Description

Type

language

The new current language

Language

Remarks

LimitValueAction (Class)

Base class for implementing custom Action blocks.

LimitValueActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

List (Class)

Class implementing the List block.

ListAction (Class)

Base class for implementing custom Action blocks that work with a List.

ListActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ListFunction (Class)

Base class for implementing custom Action blocks that work with a List and return a result value.

ListFunctionEditor (Class)

ListIndexAction (Class)

Base class for implementing custom Action blocks that work with a List and an Index property.

ListIndexActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ListIndexFunction (Class)

Base class for implementing custom Action blocks that work with a List and an Index property and return a result value.

ListIndexFunctionEditor (Class)

ListItemAction (Class)

Base class for implementing custom Action blocks that work with a List and an Item property.

ListItemActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ListItemFunction (Class)

Base class for implementing custom Action blocks that work with a List and an Item property and return a result value.

ListItemFunctionEditor (Class)

ListItemIndexAction (Class)

Base class for implementing custom Action blocks that work with a List, an Index and an Item property.

ListItemIndexActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ListItemIndexFunction (Class)

Base class for implementing custom Action blocks that work with a List, an Index and an Item property and return a result value.

ListItemIndexFunctionEditor (Class)

Localization (Class)

Class implementing the Localization block.

Loop (Class)

Macro (Class)

Class implementing the Macro Program block.

MouseDownEvent (Class)

Event fired when any mouse button is pressed in the area of an UI element or Collider.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the mouse pointer

Vector2

Remarks

MouseDragEvent (Class)

Event fired when the mouse is dragged in the area of an UI element or Collider.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the mouse pointer

Vector2

delta

The mouse movement since last frame expressed as relative screen coordinates

Vector2

Remarks

MouseEnterEvent (Class)

Event fired after the mouse pointer enters the area of an UI element or Collider.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the mouse pointer

Vector2

Remarks

MouseExitEvent (Class)

Event fired after the mouse pointer exits the area of an UI element or Collider.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the mouse pointer

Vector2

Remarks

MouseOverEvent (Class)

Event fired while (that is, every frame) the mouse pointer is inside the area of an UI element or Collider.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the mouse pointer

Vector2

Remarks

MouseUpEvent (Class)

Event fired when any mouse button is released in the area of an UI element or Collider.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the mouse pointer

Vector2

Remarks

Note (Class)

NumericParameterAction (Class)

NumericParameterActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

NumericVariableAction (Class)

NumericVariableActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

OnActivate (Class)

OnApplicationFocus (Class)

OnApplicationInit (Class)

OnApplicationPause (Class)

OnApplicationQuit (Class)

OnAwake (Class)

OnClick (Class)

OnCollisionEnter (Class)

OnCollisionEnter2D (Class)

OnCollisionExit (Class)

OnCollisionExit2D (Class)

OnCollisionStay (Class)

OnCollisionStay2D (Class)

OnCustomEvent (Class)

OnDeactivate (Class)

OnDeselect (Class)

OnDestroy (Class)

OnDrawGizmos (Class)

OnEndEdit (Class)

OnExternalMessage (Class)

OnFixedUpdate (Class)

OnGameOver (Class)

OnGamePause (Class)

OnGameResume (Class)

OnGameStart (Class)

OnLanguageSet (Class)

OnLateUpdate (Class)

OnMouseDown (Class)

OnMouseDrag (Class)

OnMouseEnter (Class)

OnMouseExit (Class)

OnMouseOver (Class)

OnMouseUp (Class)

OnParameterChange (Class)

Class implementing the On Parameter Change](../reference.md#on-parameter-change) Program block.

OnPointerDown (Class)

OnPointerEnter (Class)

OnPointerExit (Class)

OnPointerUp (Class)

OnProgramFinish (Class)

OnSceneLoad (Class)

1.2

OnSelect (Class)

OnStart (Class)

OnState (Class)

OnTimerExpire (Class)

OnTriggerEnter (Class)

OnTriggerEnter2D (Class)

OnTriggerExit (Class)

OnTriggerExit2D (Class)

OnTriggerStay (Class)

OnTriggerStay2D (Class)

OnUpdate (Class)

OnValueChange (Class)

OnVariableChange (Class)

Parameter (Class)

Class implementing the Parameter block.

ParameterAction (Class)

ParameterActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ParameterChangeEvent (Class)

Properties

Property

Description

Type

parameter

The Parameter changed

Parameter

Remarks

Path (Class)

Class implementing the Path block.

PointerDownEvent (Class)

Event fired when the pointer is down in the area of an UI element.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the pointer

Vector2

Remarks

PointerEnterEvent (Class)

Event fired when the pointer enters the area of an UI element.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the pointer

Vector2

Remarks

PointerExitEvent (Class)

Event fired when the pointer exits the area of an UI element.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the pointer

Vector2

Remarks

PointerUpEvent (Class)

Event fired when the pointer stops being down in the area of an UI element.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

position

The current screen coordinates of the pointer

Vector2

Remarks

Pool (Class)

Class implementing the Pool block.

ProgramFinishEvent (Class)

Event fired after a Program finished.

Properties

Property

Description

Type

program

The Program that finished

Program

Remarks

Ray (Class)

Class implementing the Ray block.

Repeat (Clase)

RepeatUntil (Clase)

SceneLoadEvent (Class)

Event fired after a Scene is completely loaded.

1.2

Properties

Property

Description

Type

scene

The loaded scene

Scene

loadMode

The mode used for loading the scene

LoadSceneMode

Remarks

SelectEvent (Class)

Event fired when a selectable UI element is selected.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

Remarks

Separator (Class)

State (Class)

StateMachine (Class)

TimeAction (Class)

TimeActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

TimeFunction (Class)

Base class for implementing custom Action blocks that return a result value.

TimeFunctionEditor (Class)

Timer (Class)

TimerExpireEvent (Class)

Properties

Property

Description

Type

timer

The Timer that expired

Timer

Remarks

TransformAction (Class)

Base class for implementing custom Action blocks.

TransformAction2D (Class)

Base class for implementing custom Action blocks.

TransformAction2DEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

TransformActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

TriggerEnterEvent (Class)

Event fired when the area of a trigger type Collider is entered by another Collider or Rigidbody.

Properties

Property

Description

Type

source

The GameObject containing the entered trigger Collider

GameObject

other

The GameObject containing the Collider that entered 'source'

GameObject

Remarks

TriggerExitEvent (Class)

Event fired when the area of a trigger type Collider is no longer intersected by another Collider or Rigidbody.

Properties

Property

Description

Type

source

The GameObject containing the intersected trigger Collider

GameObject

other

The GameObject containing the object that intersected 'source'

GameObject

Remarks

TriggeStayEvent (Class)

Event fired while (that is, every frame) the area of a trigger type Collider is intersected by another Collider or Rigidbody.

Properties

Property

Description

Type

source

The GameObject containing the trigger Collider being intersected

GameObject

other

The GameObject containing the object that is intersecting the 'source' Collider

GameObject

Remarks

ValueAction (Class)

ValueActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

ValueChangeEvent (Class)

Event fired when when the value of a UI Component (of type InputField, Toggle, Slider or Scrollbar) is changed.

Properties

Property

Description

Type

source

The GameObject where the event was originated

GameObject

stringValue

The new value as string (InputField).

string

toggleValue

The new value as boolean (Toggle)

bool

floatValue

The new value as 32-bit floating-point value (Slider and Scrollbar)

float

dataType

The data type of the changed value

DataType

Remarks

ValueCondition (Class)

Base class for implementing custom Condition blocks.

Variable (Class)

VariableAction (Class)

VariableActionEditor (Class)

Base class for implementing the user interface of a custom Action blocks.

VariableChangeEvent (Class)

Properties

Property

Description

Type

variable

The Variable changed

Variable

Remarks

While (Clase)

Events of this type are managed by the program.

Events of this type are managed by the program.

The term "Pause" here refers to OS level pause, not to be confused with .

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Base class for implementing the user interface of a custom blocks.

Event typically fired by the action.

Events of this type are managed by the program.

Events of this type are managed by the program.

Class implementing the block.

Events of this type are managed by the program.

Base class for implementing special custom Action blocks that only work within Programs.

Base class for implementing the user interface of a custom block extending the class.

Class implementing the Action block.

Events of this type are managed by the program.

Class implementing the Action block.

Events of this type are managed by the program.

Class implementing the Action block.

Class implementing the Action block.

Base class for implementing the user interface of custom blocks.

Event fired by the action.

Events of this type are managed by the program.

Event fired by the action.

Events of this type are managed by the program.

Event fired by the action.

Events of this type are managed by the program.

Event fired by the action.

Events of this type are managed by the program.

Class implementing the Action block.

Class implementing the Action block.

Event fired when a is pressed.

Event fired when a that was pressed is released.

Events of this type are managed by the program.

Base class for implementing the user interface of custom blocks.

Base class for implementing the user interface of custom blocks.

Base class for implementing the user interface of custom blocks.

Base class for implementing the user interface of custom blocks.

Class implementing the Action block.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Class implementing the block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the [ Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the [ Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Action block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Class implementing the Program block.

Event fired when the value of a is changed.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Class implementing the Action block.

Class implementing the Action block.

Events of this type are managed by the program.

Events of this type are managed by the program.

Class implementing the block.

Class implementing the block.

Class implementing the block.

Base class for implementing the user interface of custom blocks.

Event fired after a expires.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Events of this type are managed by the program.

Event fired when the value of a is changed.

Events of this type are managed by the program.

Class implementing the Action block.

GamePauseEvent
Condition
DrawGizmosAction
Function
Function
Function
Function
Function
Function
Fire Custom Event
During
Evaluate Conditions
For
For Each
Game Over
Pause Game
Resume Game
Start Game
Group
If
Loop
Repeat
Repeat Until
While
Description
Key
Key
Note
Separator
Timer
Parameter
Variable
On Activate
On Application Focus
On Application Init
On Application Pause
On Application Quit
On Click
On Collision Enter
On Collision Exit
On Collision Stay
On Custom Event
On Deactivate
On Deselect
On Draw Gizmos
On End Edit
On External Message
On Game Over
On Game Pause
On Game Resume
On Game Start
On Language Set
On Mouse Down
On Mouse Drag
On Mouse Enter
On Mouse Exit
On Mouse Over
On Mouse Up
On Activate
On Application Focus
On Application Init
On Application Pause
On Application Quit
On Awake
On Click
On Collision Enter
On Collision Enter 2D
On Collision Exit
On Collision Exit 2D
On Collision Stay
On Collision Stay 2D
On Custom Event
On Deactivate
On Deselect
On Destroy
On Draw Gizmos
On End Edit
On External Message
On Fixed Update
On Game Over
On Game Pause
On Game Resume
On Game Start
On Language Set
On Late Update
On Mouse Down
On Mouse Drag
On Mouse Enter
On Mouse Exit
On Mouse Over
On Mouse Up
On Pointer Down
On Pointer Enter
On Pointer Exit
On Pointer Up
On Program Finish
On Scene Load
On Select
On Start
On State
On Timer Expire
On Trigger Enter
On Trigger Enter 2D
On Trigger Exit
On Trigger Exit 2D
On Trigger Stay
On Trigger Stay 2D
On Update
On Value Change
On Variable Change
On Parameter Change
On Pointer Down
On Pointer Enter
On Pointer Exit
On Pointer Up
On Program Finish
On Scene Load
On Select
State
State Machine
On Timer Expire
On Trigger Enter
On Trigger Exit
On Trigger Stay
On Value Change
On Variable Change