Programs
Last updated
Last updated
Defines a sequence of actions that can be assigned a keyboard shortcut and can be explicitly executed in Editor.
Program to be executed when a in the listening range gets activated.
Program to be executed when the application gets or loses focus.
Program to be executed only once, when the application is initiated.
Program to be executed when the application pauses or resumes from pause.
Program to be executed only once, before the application quits.
Program to be executed when an UI component is clicked in the listening range.
Program to be executed once a Collider in the listening range starts colliding with another one.
Program to be executed once a Collider 2D in the listening range starts colliding with another one.
Program to be executed once a Collider in the listening range is no longer colliding with another one.
Program to be executed once a Collider 2D in the listening range is no longer colliding with another one.
Program to be executed while a Collider in the listening range is colliding with another one.
Program to be executed while a Collider 2D in the listening range is colliding with another one.
Program to be executed when a custom event is fired in the listening range.
1.0
Program to be executed when an UI component in the listening range is deselected.
Use this program to draw your own gizmos in the Scene view.
Program to be executed when the editing of a UI component in the listening range ends.
Program to be executed when a message from the web container is received.
Program to be executed, if enabled, every fixed framerate frame.
Program to be executed when the app language is set or changed.
Program to be executed when any mouse button is pressed over a Collider in the listening range.
Program to be executed when the mouse is dragged over a Collider in the listening range.
Program to be executed when the mouse pointer enters the area of a Collider in the listerning range.
Program to be executed when the mouse pointer exits the area of a Collider in the listerning range.
Program to be executed when the mouse is moved over a Collider in the listening range.
Program to be executed when any mouse button stops being pressed over a Collider in the listening range.
Program to be executed when the pointer is down in the area of an UI component in the listening range.
Program to be executed when the pointer enters the area of an UI component in the listening range.
Program to be executed when the pointer exits the area of an UI component in the listening range.
Program to be executed when the pointer stops being pressed over an UI component in the listening range.
Program to be executed when a Program in the listening range finishes.
This event won't be fired in Editor mode.
Program to be executed when a scene is fully loaded.
1.2
Program to be executed when an UI component in the listening range is selected.
Program to be executed once a trigger type Collider in the listening range starts being entered.
Program to be executed once a trigger type Collider 2D in the listening range starts being entered.
Program to be executed once a trigger type Collider in the listening range stops being entered.
Program to be executed once a trigger type Collider 2D in the listening range stops being entered.
Program to be executed every frame while a trigger type Collider in the listening range is invaded.
Program to be executed every frame while a trigger type Collider 2D in the listening range is invaded.
Program that will be executed, if enabled, every frame.
Program that will be executed when the value of a UI component in the listening range is modified.
Program that will be executed once the is initialized.
Program to be executed when a in the listening range gets deactivated.
Defines a sequence of actions that is not associated to an event, but executed exclusively on demand (that is, by using the action).
Program to be executed once the is destroyed.
Program to be executed when a notification from the action is received.
Program to be executed when the game gets paused after a notification from the action.
Program to be executed when the game gets resume after a notification from the action.
Program to be executed when a notification from the action is received.
Program to be executed, if enabled, every frame after the execution of all programs.
Program to be executed when a of the GameObject changes.
Program to be executed on application start (or first time the becomes active).
Program to be executed once a component in the listening range gets expired.
Program to be executed when the value of the specified changes.
Defines a state that can be used in a .
Defines a list of blocks in which only a state can be executed at a time.