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
  • Command
  • Description
  • Force
  • Key
  • Note
  • Path
  • Pool
  • Ray
  • Separator
  • Timer
  1. Reference

Tools

Command

Defines an identifiable shortcut to a Program.

Description

Defines a description text in the Inspector.

Force

Defines a force.

Key

Defines a key that can be queried for state.

Note

Defines a text note in the Inspector.

Path

Defines a path or trajectory from a list of points.

Pool

Defines a pool of objects.

An object pool is a data structure which allows the reuse of a pre-built set of objects.

Ray

Defines a ray.

Separator

A special kind of block used to insert a space of separation between other blocks.

1.0

Timer

Triggers timer events only once or at regular time intervals.

PreviousDataNextAPI

Last updated 3 years ago

Each point is defined by a component

See .

Transform
On Timer Expire