GameFlow
  • Overview
  • Installation
  • Hello, World!
  • Basics
  • Guides
    • Programs
    • Variables
    • Actions
    • 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
    • Particles
    • Hierarchy
    • Application
    • Events
    • Camera
    • Other
    • Automation
    • Customization
    • Debugging
    • Documentation
    • Gizmos
    • Integration
    • Localization
    • Macros
    • Mobile
    • Multiplatform
    • Networking
    • 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
  • 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
  1. Reference

Programs

PreviousReferenceNextActions

Last updated 3 years ago

Macro

Defines a sequence of actions that can be assigned a keyboard shortcut and can be explicitly executed in Editor.

On Activate

Program to be executed when a in the listening range gets activated.

On Application Focus

Program to be executed when the application gets or loses focus.

On Application Init

Program to be executed only once, when the application is initiated.

On Application Pause

Program to be executed when the application pauses or resumes from pause.

On Application Quit

Program to be executed only once, before the application quits.

On Awake

On Click

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

On Collision Enter

Program to be executed once a Collider in the listening range starts colliding with another one.

On Collision Enter 2D

Program to be executed once a Collider 2D in the listening range starts colliding with another one.

On Collision Exit

Program to be executed once a Collider in the listening range is no longer colliding with another one.

On Collision Exit 2D

Program to be executed once a Collider 2D in the listening range is no longer colliding with another one.

On Collision Stay

Program to be executed while a Collider in the listening range is colliding with another one.

On Collision Stay 2D

Program to be executed while a Collider 2D in the listening range is colliding with another one.

On Custom Event

Program to be executed when a custom event is fired in the listening range.

1.0

On Deactivate

On Demand

On Deselect

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

On Destroy

On Draw Gizmos

Use this program to draw your own gizmos in the Scene view.

On End Edit

Program to be executed when the editing of a UI component in the listening range ends.

On External Message

Program to be executed when a message from the web container is received.

On Fixed Update

Program to be executed, if enabled, every fixed framerate frame.

On Game Over

On Game Pause

On Game Resume

On Game Start

On Language Set

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

On Late Update

On Mouse Down

Program to be executed when any mouse button is pressed over a Collider in the listening range.

On Mouse Drag

Program to be executed when the mouse is dragged over a Collider in the listening range.

On Mouse Enter

Program to be executed when the mouse pointer enters the area of a Collider in the listerning range.

On Mouse Exit

Program to be executed when the mouse pointer exits the area of a Collider in the listerning range.

On Mouse Over

Program to be executed when the mouse is moved over a Collider in the listening range.

On Mouse Up

Program to be executed when any mouse button stops being pressed over a Collider in the listening range.

On Parameter Change

On Pointer Down

Program to be executed when the pointer is down in the area of an UI component in the listening range.

On Pointer Enter

Program to be executed when the pointer enters the area of an UI component in the listening range.

On Pointer Exit

Program to be executed when the pointer exits the area of an UI component in the listening range.

On Pointer Up

Program to be executed when the pointer stops being pressed over an UI component in the listening range.

On Program Finish

Program to be executed when a Program in the listening range finishes.

Notes:

This event won't be fired in Editor mode.

On Scene Load

Program to be executed when a scene is fully loaded.

1.2

On Select

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

On Start

On Timer Expire

On Trigger Enter

Program to be executed once a trigger type Collider in the listening range starts being entered.

On Trigger Enter 2D

Program to be executed once a trigger type Collider 2D in the listening range starts being entered.

On Trigger Exit

Program to be executed once a trigger type Collider in the listening range stops being entered.

On Trigger Exit 2D

Program to be executed once a trigger type Collider 2D in the listening range stops being entered.

On Trigger Stay

Program to be executed every frame while a trigger type Collider in the listening range is invaded.

On Trigger Stay 2D

Program to be executed every frame while a trigger type Collider 2D in the listening range is invaded.

On Update

Program that will be executed, if enabled, every frame.

On Value Change

Program that will be executed when the value of a UI component in the listening range is modified.

On Variable Change

State

State Machine

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.

GameObject
GameObject
GameObject
GameObject
GameObject
On Update
State Machine
State
Timer
Parameter
Variable
Execute Program
Game Over
Pause Game
Resume Game
Start Game