Action

Action List

Action Lists let you manage groups of actions. You can set them to run in parallel, series or just a single random action.

Parameters:

Add Target To List Action

Adds the targeted GameObject to a list.

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Apply Force Action

Applies an amount of force to the target, potentially every fixed update.

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Apply Torque Action

Applies an amount of torque to the target, potentially every fixed update.

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Axis Input Action

Forwards input axis events to a camera or player controller.

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Calculate Nav Mesh Path Action

Calculates a path along the NavMesh and stores it in a Vector3 List Value.

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Change Quest Stage Action

Changes the current stage of this quest. The previously active stage will be set to inactive. Must be used in a quest.

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Change State Action

Changes the current state of the targeted State Machine.

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Clear List Value Action

Clears the list pointed to by targetList.

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Clear Navigation Destination Action

Clears the destination of the targeted NavMeshAgent(s).

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Clear Particle System Action

Clears all particles from the targeted particle system.

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Complete Quest Action

Immediately mark this Quest as Complete. The Complete Actions from the active Steps, Stage, and Quest will be executed as well.

Conditional Action

Requires a Condition to be childed to it. If the Condition is met, the Actions underneath the Condition will Fire.

Controller Animation Action

Connects an animation parameter to a controller event.

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Controller Event Action

Sends an event to a camera or player controller.

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Create Character Action

Creates a new character for the logged in account.

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Delayed Action

This action will run sub-actions after waiting a specified duration and will delay any sibling actions below it in a serial Action List

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Delete Character Action

Deletes a new character from the logged in account.

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Destroy Object Action

Completely removes a GameObject from the scene.

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Dont Destroy On Load Action

Sets a GameObject to not be destroyed on a scene change.

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Emit Particles Action

Immediately causes the targeted particle system to emit count particles.

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Enable Gravity Action

Sets the gravity status of the target(s).

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Enable Particle Colliders Action

Enables or disables particle colliders in the targeted particle system.

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Enable Particle Triggers Action

Enables or disables particle triggers in the targeted particle system.

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Enable State Machine Action

Starts a targeted State Machine.

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Enter Area Action

Immediately enter a new area.

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Face Target Action

Rotates the target object towards the face target object.

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Fade Screen Action

Fades the screen either in or out to a specified color or Texture.

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Fire Event Action

Fires an event defined in the Event Manager.

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Get Characters Action

Retrieves the list of characters for the logged in account.

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Get List Length Action

Gets the length of the list pointed to by targetList and saves it in storeIn.

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Get Particles Action

Store the particles in a list.

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Get Targets From List Action

Returns a List of Targets from a GameObject List.

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Grant Quest Action

Check the Grant Conditions of the specified Quest, and if successful, it will grant the Quest to the player.

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Instanced Action

Spawns a prefab with an Action attached to it and runs that Action.

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Load Multiple State Machines Action

Loads all State Machines stored in a specified Storage Level.

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Load Quest Action

Add a quest (or quests) to the list of loaded quests based on a prefab.

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Load Scene Action

Loads a scene from scene name or build index. Using the scene name 'current' will load the current scene. Using the scene name 'next' or 'previous' will load the next and previous scene by build index.

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Load State Machine Action

Loads a single State Machine stored in a specified Storage Level using a specified Storage Key.

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Log Action

Creates a console log entry for debugging.

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Log In Action

Logs in to an account with the supplied credentials.

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Looping Action

Will loop any number of Actions a number of times depending on the parameters.

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Modify Bool Value Action

Modifies a Bool to toggle it's value.

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Modify Color Value Action

Modifies a Color based on a specified amount and sets the modified Color to the target.

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Modify Float Value Action

Modifies a Float based on a specified amount and sets the modified Float to the target.

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Modify Integer Value Action

Modifies an Integer based on a specified amount and sets the modified Integer to the target.

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Modify String Value Action

Modifies a String based on a specified operation and sets the modified String to the target.

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Modify Vector2 Value Action

Modifies a Vector2 based on a specified amount and sets the modified Vector2 to the target.

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Modify Vector3 Value Action

Modifies a Vector3 based on a specified amount and sets the modified Vector3 to the target.

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Mouse Drag Action

Moves the target(s) to the current cursor position.

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Move Action

Moves the targeted object(s).

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Move Texture Action

Offsets the texture towards the desired offset value.

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Sets the destination of the targeted NavMeshAgent(s).

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On Start And Stop Action

Action to run other actions when it starts or finishes. Any actions underneath will be run at start unless they are marked as Stop Actions, in which case they will be run on stop.

Open Web Page Action

Opens a URL in a browser.

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Pause Particle System Action

Pauses or unpauses the targeted particle system.

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Play Particle System Action

Plays the targeted particle system.

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Play Sound Action

Plays a specified AudioClip.

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Quit Game Action

Instantly quits the application.

Remove Quest Action

Remove an Active Quest without completing it. The active Steps, Stage, and Quest will be set to Inactive.

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Reset Quest Action

Reset all progress on an Active or completed Quest.

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Rotate Action

Scales the targeted object(s).

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Save State Machine Action

Saves the targeted State Machine(s).

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Scale Action

Scales the targeted object(s).

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Scale Texture Action

Scales the texture towards the desired offset value.

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Select Character Action

Selects a character to play as.

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Set Angular Velocity Action

Sets the angular velocity to a Rigidbody(2D) attached to the target(s).

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Set Bool Animation Param Action

Sets a boolean value to a specified parameter on the targeted Animatior(s).

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Set Camera Angle Action

Sets the Camera Angle on a Camera Controller.

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Set Camera Bob Action

Sets the amount of Bob on a Camera Controller.

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Set Camera Distance Action

Sets the Camera Distance on a Camera Controller.

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Set Camera Target Action

Sets the Targets on a Camera Controller.

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Set Collider Enabled Action

Sets the enabled status of the targeted Collider(s).

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Set Color Action

Sets the color to the specified Type in the name.

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Set Color Value Action

Sets a color value to another color value.

Set Component Enabled Action

Sets a Component's enabled state.

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Set Enabled Action

Sets a GameObject's Active state.

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Set Float Animation Param Action

Sets a float value to a specified parameter on the targeted Animatior(s).

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Set Game Gravity Action

Sets the gravity for the entire game.

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Set Game Object List Value Action

Sets a GameObject List to a GameObject List Value.

Set Game Object Value From Target Action

Sets a GameObject Value to a target.

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Set Game Volume Action

Sets the volume for the entire game.

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Set Integer Animation Param Action

Sets a float value to a specified parameter on the targeted Animatior(s).

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Set Integer Value Action

Sets an integer value to another value.

Set Kinematic Action

Sets the kinematic status of the target(s).

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Set Light Cookie Action

Sets a Light Cookie onto the target(s).

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Set Light Flare Action

Sets a Flare object onto a Light object.

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Set Light Intensity Action

Sets the intensity of a Light object.

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Set Light Range Action

Sets the range of a Light object.

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Set Light Spot Angle Action

Sets the spot angle of a Light object.

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Set Light Type Action

Sets the Light type of a Light object.

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Set Material Action

Sets a Material to the target(s).

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Set Navigation Speed Action

Sets the speed of the targeted NavMeshAgent(s).

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Set Navigaton Destination Action

Sets the destination of the targeted NavMeshAgent(s).

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Set Parent Action

Sets the target(s) to be parented to the specified parent target.

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Set Particle System Time Action

Sets the elapsed time on a particle system.

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Set Particles Action

Set the particles from a list.

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Set Random Float Action

Generates a random float and sets it to the targeted value.

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Set Random Game Object Action

Picks a random GameObject from a list and sets it to the targeted value.

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Set Random Int Action

Generates a random int and sets it to the targeted value.

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Set Random Seed Action

Used to set the seed for Unity's Random class.

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Set Random String Action

Picks a random string from a list and sets it to the targeted value.

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Set Random Vector3 Action

Generates a random Vector3 and sets it to the targeted value.

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Set Sound Pitch Action

Sets the pitch of an AudioSource component.

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Set Sound Volume Action

Sets the specified volume to the target(s).

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Set Targets Action

Sets the new target(s) to a list of Actions and runs the Actions.

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Set Time Scale Action

Sets Unity's native time scale to a value from 0.0f to 1.0f.

Parameters: greater lerps it to the target time scale over duration.

Set Trigger Animation Param Action

Sets a trigger on a specified parameter on the targeted Animatior(s).

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Set UI Context Action

Set the context for a UI element (and its children).

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Set UI Image Action

Sets the sprite of a UI Image.

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Set UI Slider Position Action

Sets the position of a UI Slider or Scrollbar.

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Set UI Text Action

Sets a series of string values to a targeted Text.

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Set UI Toggle Action

Sets the isOn value of UI Toggle component.

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Set Vector3 Value Action

Sets a Vector3 to a Vector3 Value.

Set Vector3 Value From Target Action

Sets a Vector3 Value to a target.

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Set Velocity Action

Sets the velocity to a Rigidbody(2D) attached to the target(s).

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Simulate Particle System Action

Advance the simulation of a particle system by some time.

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Spawn Action

Spawns an object.

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Spawn Row Action

Spawns a set of objects in a row.

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Start Timer Action

Starts a Timer Value.

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Stop Particle System Action

Stops the targeted particle system.

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Stop Sound Action

Stops the first AudioSource on the target(s)

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Stop Timer Action

Stops a Timer Value.

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Translate Action

Moves the targeted object(s) on its local axis.

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Triggered Action

Requires at least one childed Action and exactly one Trigger. When the Trigger Fires, all childed Actions will run.

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Unload Quest Action

Unload a loaded Quest.

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Unload Scene Action

Unloads a scene from scene name or build index. Using the scene name 'current' will unload the current scene.

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Trigger

Animation Event Trigger

Trigger that fires when an Animator fires an Event with a specific payload. Use the Method names 'OnAnimationEventString', 'OnAnimationEventInt', and 'OnAnimationEventFloat' respectively with the Animation Event.

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Animation State Trigger

Trigger that fires when one or more an Animators are in a certain state.

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Bool Animation Param Trigger

Trigger that fires when a bool parameter on one or more Animator components changes.

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Bool Value Trigger

Will fire whenever the bool value on this trigger is toggled.

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Change State Trigger

Triggers when the targeted State Machine's state changes to stateName.

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Collision Trigger

Triggers when the target collides with the collide target. If collide target is set to none then it will fire on any collision.

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Enable Particle Triggers Action

Enables or disables particle triggers in the targeted particle system.

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Enter Area Trigger

Fires when the player is in a specific area.

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Enter Realm Trigger

Fires when the player is in a specific realm.

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Event Trigger

Subscribes the target(s) to a specified Event and Fires when the specified event Fires.

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Float Animation Param Trigger

Trigger that fires when a float parameter on one or more Animator components changes.

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Float Value Trigger

Triggers if the target value fulfils the comparison type of the comparison value.

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Game Object Value Trigger

Triggers if the target value fulfils the comparison type of the comparison value.

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Input Axis Trigger

Trigger that fires when movement on the 'axisName' is detected.

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Input Button Trigger

Trigger that fires when a specific named input button is pressed or released.

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Integer Animaton Param Trigger

Trigger that fires when an integer parameter on one or more Animator components changes.

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Integer Value Trigger

Triggers if the target value fulfils the comparison type of the comparison value.

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Is Enabled Trigger

Triggers if the Target GameObject's active state changes.

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Is Visible Trigger

Triggers if an object becomes visible or invisible.

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Keyboard Trigger

Trigger that fires when a specific key (or any key) is pressed or released.

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Leave Area Trigger

Fires when the player leaves a specific area.

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Leave Realm Trigger

Fires when the player leaves a specific realm.

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Log In Trigger

Fires when the player is logged in.

Mouse Button Trigger

Triggers if the chosen Mouse Button is pressed.

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Particle Count Trigger

Checks the number of currently spawned particles.

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Particle System Alive Trigger

Checks if the particle system has active particles or is emitting.

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Particle System Emitting Trigger

Checks if the particle system is emitting.

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Particle System Playing Trigger

Checks if the particle system is playing.

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Particle System Time Trigger

Checks the elapsed time of the particle system.

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Particle Trigger

Triggers when a particle enters a trigger.

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Player Jump Trigger

Fires if the player is jumping.

Press Trigger

Triggers if the Left Mouse Button is pressed on a target.

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Proximity Trigger

Triggers if any objects get within the specified radius of the target(s).

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Quest Active Trigger

Triggers when the specified Quest becomes Active.

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Quest Stage Active Trigger

Triggers when the specified Stage of a Quest becomes Active.

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Quest Step Active Trigger

Triggers when the specified Step of a Quest becomes Active.

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Quests Loaded Trigger

Triggers when the Quest service finishes loading quest progress.

Raycast Trigger

Fires whenever a Collide Target's collider is hit by the ray between Start and End.

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Select Character Trigger

Fires when the player selects a character.

Set Trigger Animation Param Action

Sets a trigger on a specified parameter on the targeted Animatior(s).

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String Value Trigger

Fires when the condition to compare the string is met.

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Swipe Trigger

Fires if the screen is swiped in a specified direction.

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Time Scale Changed Trigger

Subscribes the target(s) to a Time.timeScale changes made through

Parameters: CATime and Fires when CATime.timeScale has been updated

Trigger List

Combines multiple triggers into one, only firing when the evaluation requirement is met.

Parameters:

Triggered Action

Requires at least one childed Action and exactly one Trigger. When the Trigger Fires, all childed Actions will run.

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UI Button Trigger

Triggers when a UI Button is clicked.

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UI Image Changed Trigger

Triggers when the sprite value on a UI Image component changes.

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UI Slider Position Trigger

Triggers when the target UI Slider's value changes.

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UI Text Changed Trigger

Triggers when the text value on a UI text component changes.

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UI Toggle Group Trigger

Triggers when a specific Toggle from a Toggle Group is switched on.

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UI Toggle Trigger

Triggers when the target UI Toggle changes.

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Value Changed Trigger

Subscribes to a value and Fires when it is modified.

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Vector3 Value Trigger

Triggers if the target value fulfils the comparison type of the comparison value.

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Velocity Changed Trigger

Triggers if the Target's Rigidbody or Rigidbody2D velocity changes on one or more axes and depending on the

Parameters: VelocityEvaluation mode either when the Target's velocity changes by way of Accelerating or Decelerating.

Condition

Animation State Condition

Finds the first Animator attached to the target(s) and compares the animation state(s) to the specified comparison value.

Parameters:

Bool Animation Param Condition

Finds the first Animator attached to the target(s) and compares the specified bool parameter to the specified comparison value.

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Bool Value Condition

Checks a bool value.

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Chance Condition

Checks the specified percentage against a randomly generated percentage (out of 100%).

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Condition List

Evaluates one or more child conditions using the evaluation requirement to determine if the condition passes.

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Conditional Action

Requires a Condition to be childed to it. If the Condition is met, the Actions underneath the Condition will Fire.

Current State Condition

Checks the target(s) State Machine to see if it's current State matches the specified state name.

Parameters:

Float Animation Param Condition

Finds the first Animator attached to the target(s) and compares the specified float parameter to the specified comparison value.

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Float Value Condition

Evaluates two floats and runs if the comparison type is met.

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Game Object Value Condition

True if the target value fulfils the comparison type of the comparison value.

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Has State Condition

Checks to see if the target(s) contain a State with a specified name.

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Has Targets Condition

Checks to see if there are any targets.

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In Area Condition

Check if the player is in a specific area.

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In Realm Condition

Checks if the player is in a specific realm.

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Integer Animation Param Condition

Finds the first Animator attached to the target(s) and compares the specified integer parameter to the specified comparison value.

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Integer Value Condition

Evaluates two integers and runs if the comparison type is met.

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Is Enabled Condition

Checks to see if the target(s) are enabled or not.

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Is Quest Active Condition

Checks if a specified Quest is currently Active.

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Is Quest Completed Condition

Checks if a specified Quest has been Completed

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Is Quest Stage Active Condition

Checks if a specified Stage on a Quest is currently Active.

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Is Quest Stage Completed Condition

Checks if a specified stage on an Active Quest has been Completed.

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Is Quest Step Active Condition

Checks if a specified Step on an Active Quest is Active.

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Is Quest Step Completed Condition

Checks if a specified Step on an Active Quest has been Completed.

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Is Visible Condition

Checks to see whether the target(s) are visible to any Cameras.

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Keyboard Condition

Checks to see if the specified key is being pressed in the specified direction.

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Logged In Condition

Checks if the player has logged in.

Mouse Button Condition

Checks to see if the specified Mouse Button is being pressed in a specified direction.

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Calculates a path along the NavMesh and compares the total distance of the path to the passed in value.

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Casts a ray along the NavMesh and succeeds if there is an unobstructed path between the start and end.

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Particle Count Condition

Checks the number of currently spawned particles.

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Particle System Alive Condition

Checks if the particle system has active particles or is emitting.

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Particle System Emitting Condition

Checks if the particle system is emitting.

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Particle System Paused Condition

Checks if the particle system is paused.

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Particle System Playing Condition

Checks if the particle system is playing.

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Platform Condition

Checks the platform against the current running platform.

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Position Condition

Evaluates the target's position and compares it against the specified position.

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Proximity Condition

Checks all targets for any other objects in a given radius.

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Ray Cast Condition

Checks to see if there are any objects between the target(s) and the destination(s).

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Scene Loaded Condition

Checks if the named scene is currently loaded.

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Selected Character Condition

Checks if the player has selected a character.

String Value Condition

Evaluates two strings and runs if the comparison type is met.

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String Value Length Condition

Checks the length of a string against the compasison type condition.

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Time Scale Condition

Evaluates a float value and Time.timeScale

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UI Slider Condition

UI Condition for slider values.

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UI Toggle Condition

UI Condition for a toggle.

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UI Toggle Group Condition

UI Condition for a toggle group.

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Vector3 Value Condition

Evaluates two vectors and runs if the comparison type is met.

Parameters: