Object Lifecycle Actions

v1.0

Destroy Object Action

Destroys GameObjects after an optional delay. Supports multiple GameObject selection with All, Sequential, Random, or RandomNoRepeat modes, making it easy to destroy one or many objects from a list with precise control.

Return To Pool Action

Returns pooled GameObjects back to the ObjectPool instead of destroying them, enabling efficient object reuse. Works seamlessly with objects spawned using SpawnAction pooling system, and supports the same flexible selection modes as other Object Lifecycle actions.

Set Game Object Active Action

Sets GameObjects active, inactive, or toggles their current state. Supports selecting multiple GameObjects from a list and can optionally apply the state change to all child objects, making it ideal for showing/hiding UI elements, enabling/disabling enemy groups, or managing complex hierarchies.

Spawn Action

Instantiates prefabs at specified spawn points with full control over position, rotation, and selection behavior. Supports spawning at multiple locations using Target Count, cycling through prefabs with Sequential/Random/RandomNoRepeat modes, and optional object pooling for performance. Can spawn at the Executor's target, a custom position, or select from a list of spawn point GameObjects.

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