Action Executor

v1.0

Action Executor Action Sequences

Juicy Actions is designed to make adding complex behavior to your game as simple as dropping in a component. An ActionExecutor lets 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 Action Executors to Your Own Classes

Want your character, enemy, or interactive object to run a sequence of Actions?

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 Actions 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 or quick action lists.

  • Use ActionOnEvents to hook into Unity’s event system with zero coding.


Action Executor

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