Programs

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 GameObject 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

Program that will be executed once the GameObject is initialized.

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

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

On Demand

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).

On Deselect

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

On Destroy

Program to be executed once the GameObject is destroyed.

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

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

On Game Pause

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

On Game Resume

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

On Game Start

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

On Language Set

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

On Late Update

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

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

Program to be executed when a Parameter of the GameObject changes.

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

Program to be executed on application start (or first time the GameObject becomes active).

On Timer Expire

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

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

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

State

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

State Machine

Defines a list of State blocks in which only a state can be executed at a time.

Last updated