Action Sequences & Scripts
v1.0
How to Utilize Action Sequences
Juicy Actions is designed to make adding complex behavior to your game as simple as dropping in a component. Action Sequences let you chain together reusable “Actions” that run in order, in parallel, or with conditions. You don’t have to write boilerplate logic every time you want to trigger a sequence — just configure your actions in the inspector and let the system do the work.
Add Sequences to Your Own Classes
Want your character, enemy, or interactive object to run a sequence?
Just add an Action Executor field to your MonoBehaviour, populate the list in the Inspector it with actions, and call it when needed. The executor handles timing, pausing, and overrides for you.
Use the Action Runner
Sometimes you want a set of actions that always run as soon as the object is active — a looping animation, a particle sequence, or constant background behavior. The Action Runner component is built for this: attach it to any GameObject
, fill in the actions, and they’ll play automatically.
Trigger Sequences with Events
For even more convenience, use Action On Event components. These are ready-made scripts like:
ActionOnEnable
– run a sequence when an object is enabled.ActionOnTriggerEnter
– start a sequence when something enters a trigger.ActionOnClick
– respond to mouse clicks.
Each ActionOnEvent
takes care of cooldowns, restart rules, and stopping actions when needed. All you do is drop it on a GameObject
, assign your actions, and the events drive the sequences.
✨ In short:
Add executors to your scripts when you want full control.
Use
ActionRunner
for always-on sequences.Use
ActionOnEvents
to hook into Unity’s event system with zero coding.
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