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- AudioManagerin the scene and an- AudioRegistryin 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 - ISaveableto optionally make the- CompletableEventStatepersist 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.
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