GameFlow
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Programs

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 GameObject 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 that will be executed once the GameObject is initialized.

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 a GameObject 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 Execute Program action).

Program to be executed when an UI component in the listening range is deselected.

Program to be executed once the GameObject is destroyed.

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 a notification from the Game Over action is received.

Program to be executed when the game gets paused after a notification from the Pause Game action.

Program to be executed when the game gets resume after a notification from the Resume Game action.

Program to be executed when a notification from the Start Game action is received.

Program to be executed when the app language is set or changed.

Program to be executed, if enabled, every frame after the execution of all On Update programs.

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 a Parameter of the GameObject changes.

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 on application start (or first time the GameObject becomes active).

Program to be executed once a Timer component in the listening range gets expired.

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 to be executed when the value of the specified Variable changes.

Defines a state that can be used in a State Machine.

Defines a list of State blocks in which only a state can be executed at a time.
Last modified 6mo ago
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Macro
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 Demand
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 Parameter Change
On Pointer Down
On Pointer Enter
On Pointer Exit
On Pointer Up
On Program Finish
On Scene Load
On Select
On Start
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
State
State Machine