Events Actions

v1.0

Unity Event Actions

Trigger Unity Event Action

Triggers UnityEvents with full inspector configuration support including multiple listeners, persistent calls, and optional delays before invocation. Provides robust error handling with detailed logging of event targets and execution context. Essential for bridging Juicy Actions with Unity's built-in event system, enabling designer-friendly visual scripting, or connecting actions to external systems without code.

Trigger Unity Event With Collision Data Action

Triggers UnityEvents passing Collision data from OnCollisionEnter/Exit/Stay events stored in executor Blackboard, with optional delays and comprehensive error handling. Designed for use with ActionOnCollision components. Perfect for collision-driven gameplay logic, impact effects, damage systems, or physics-based interactions requiring collision details like contact points and relative velocities.

Trigger Unity Event With Multi Tap Data Action

Triggers UnityEvents passing List<TapData> from global or local Blackboard with optional minimum tap count filtering and empty list handling. Supports validation before execution to skip when data is unavailable or insufficient. Ideal for gesture recognition callbacks, multi-touch interaction handlers, pattern matching systems, or analytics event triggers that process tap sequences.

Trigger Unity Event With Tap Data Action

Triggers UnityEvents passing TapData struct from global or local Blackboard with optional skip-if-missing validation and delay support. Pairs perfectly with RecordTapAction to create complete tap input pipelines. Essential for tap-driven interaction callbacks, input event handlers, UI click processing, or analytics systems consuming detailed tap context.

Trigger Unity Event With Trigger Data Action

Triggers UnityEvents passing Collider data from OnTriggerEnter/Exit/Stay events stored in executor Blackboard, with optional delays and comprehensive error handling. Designed for use with ActionOnTrigger components. Perfect for trigger-based gameplay logic, zone detection, pickup systems, or area-of-effect mechanics requiring trigger collider information.

Blackboard Actions

Increment Blackboard Value Action

Increments numeric values (int or float) stored in global or local Blackboard with optional min/max clamping and automatic initialization of missing keys. Supports precise control over value ranges and handles edge cases gracefully. Perfect for score tracking, currency systems, stat modifications, or any cumulative game metrics that need safe numeric operations.

Send Blackboard Event Action

Sends fire-and-forget events through the Blackboard system without storing data, supporting flexible key sources (parent GameObject, custom string, custom GameObject) and value types (parsed strings or Objects). Events are one-time notifications that don't persist in the Blackboard. Great for triggering reactions, broadcasting state changes, or coordinating between decoupled systems without maintaining shared state.

Send Blackboard Notification Action

Stores values in the Blackboard and automatically triggers notifications with status tracking (added/updated), supporting flexible key and value sources like SendBlackboardEventAction. Unlike events, notifications persist data in the blackboard for later retrieval while still broadcasting changes. Perfect for shared state management, stat updates, data-driven UI synchronization, or any system requiring both persistent storage and change notification.

Set Blackboard Value Action

Sets typed values (int, float, bool, string, Vector2, Vector3, Color, GameObject, Object) in global or local Blackboard for data sharing between actions and systems. Simple, direct value assignment without notifications or events. Use this for initializing shared data, storing intermediate calculations, passing parameters between action sequences, or establishing runtime configuration values.

Wait For Blackboard Event Action

Pauses action execution until a specific event is received from global or executor (local) Blackboard with optional timeout duration and pause-aware timing. Subscribes to event on start, unsubscribes on completion/cancel, and logs received event data. Critical for synchronizing actions across systems, coordinating multi-step sequences, implementing wait conditions, or creating event-driven gameplay flows that respond to external triggers.

Tap Actions

Record Multi Tap Action

Records multiple tap/touch positions over time in three modes: continuous monitoring (duration-based), burst recording (count-based), or gesture sequence (timeout-based). Captures screen coordinates, world positions via raycast, and supports multi-touch input with configurable thresholds and completion events. Ideal for pattern recognition, gesture analysis, multi-touch interactions, or tap sequence recording for gameplay mechanics.

Record Tap Action

Captures comprehensive tap/mouse input data including screen position, world position via raycast, hit information, input device type, and timestamps to the blackboard with automatic notifications or event-only transmission. Includes UI filtering to ignore taps over UI elements and supports both structured TapData storage or JSON event transmission. Essential for input analytics, interaction systems, tap-to-place mechanics, or any gameplay requiring detailed input context.

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