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.

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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