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 decorativeGameObject
s 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 theCompletableEventState
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 enemyGameObject
s 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.
Last updated