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  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
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          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
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  • List of available prefabs
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  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
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      • Variable
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          • Vector 3
            • Vector3 Math
    • Sample graphs
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On this page
  • Script lifecycle nodes
  • Timed Update
  • Inputs
  • Outputs
  1. AFX
  2. Node dictionary
  3. Events

Unity

PreviousCollisionNextAFX Events

Last updated 7 months ago

You can use Unity event nodes to initiate flows in AFX graphs. For more information, see Flows.

Script lifecycle nodes

Most of the Unity event nodes that are available relate to stages in Unity's script lifecycle. For more information about the script lifecycle, refer to in the Unity documentation.

Nodes that relate to Unity's script lifecycle have a single output port, which initiates a flow when the lifecycle event occurs.

The following table summarizes the available nodes:

Node
Description

On Enable

Called when the object becomes enabled and active.

Start

Called before the first frame update only if the script instance is enabled.

Fixed Update

Happens at fixed intervals of in-game time rather than per frame.

Update

Called once per frame and is the main function for frame updates.

Late Update

Called once per frame, after Update has finished.

On Disable

Called when the object becomes disabled or inactive.

Timed Update

Initiates a flow at defined intervals.

Inputs

Name
Type
Description

Duration

Float [editable]

The interval, in seconds, between activation of flows.

Outputs

Name
Type
Description

Exit

Flow

Initiation of a flow.

Order of execution for event functions
Example node for a stage in the Unity script lifecycle
Timed Update node