For the complete documentation index, see llms.txt. This page is also available as Markdown.

Events

The Events system defines modular gameplay triggers that can be configured in the editor.

Event Types

Repeatable Events

  • Executes logic each time it is activated.

  • Examples:

    • ShowObjectsTriggerEvent – Shows objects while inside the bounds of a trigger Collider. For example, to show decorative GameObjects that should only be visible when the player is nearby during a location-based experience.

    • PlayAudioTriggerEvent – Plays an audio clip while inside the bounds of a trigger Collider. Requires an AudioManager in the scene and an AudioRegistry in a Resources folder. For example, to play narrative audio as a player walks around a self-guided AR tour.

Completable Events

  • Executes logic once when activated and marks it as complete.

  • Implements ISaveable to optionally make the CompletableEventState persist across app launches using the Save System feature.

  • Examples:

    • SpawnObjectsTriggerEvent – Spawns objects at intervals upon entering the bounds of a trigger Collider. For example, to spawn enemy GameObjects that a player must defeat in a location-based AR game.

    • SwitchObjectsTriggerEvent – Switches the active/inactive states of objects upon entering the bounds of a trigger Collider. For example, to swap the content that is shown along the return path of a location-based AR tour experience.

Prefabs

Ready-to-use examples with placeholder objects assigned for ShowObjectsTriggerEvent, SpawnObjectsTriggerEvent, and SwitchObjectsTriggerEvent.

ShowObjectsTriggerEvent.prefab

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