🧰
Developer
  • 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
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • 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
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
Powered by GitBook
On this page
  • Int cast nodes
  • Logic Int Changed
  • Int Constant
  • Generate Random Int
  • Get Int
  • Invert Int
  • Set Int
  1. AFX
  2. Node dictionary
  3. Variable

Int

Int cast nodes

You can use an int cast node to convert in an integer value to a float or a string.

Inputs:

Name
Type
Description

Input

Integer

The value to be converted.

Outputs:

Name
Type
Description

Output

<varies> [editable]

The converted value. The output depends on the chosen node, and is either a float or a string.

Logic Int Changed

Outputs true in the frame where the input value changes.

Inputs:

Name
Type
Description

Input

Integer

The integer value to monitor.

Outputs:

Name
Type
Description

Output

Boolean

True when the Input changes, but resets to false at the end of the frame.

Int Constant

Outputs an integer value. An AFX graph cannot change the value of this node.

You can open an AFX graph to change the value of this node in the Unity Editor.

Outputs:

Name
Type
Description

Output

Int [editable]

An integer number.

Generate Random Int

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Min

Integer [editable]

The minimum value for the randomly generated number.

Max

Integer [editable]

The maximum value for the randomly generated number will be Max-1.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Output

Integer

The randomly generated number.

Get Int

Converts a reference to a int component to a integer value.

Inputs:

Name
Type
Description

Int Component

Int Component

Reference to a int component.

Outputs:

Name
Type
Description

Output

Integer

The value of the int component.

Invert Int

Inverts an integer value. Essentially changes the sign of the integer from positive to negative or from negative to positive.

Inputs:

Name
Type
Description

Input

Integer

The value to be inverted.

Outputs:

Name
Type
Description

Output

Integer

The inverted value of the Input.

Set Int

Set the value of an int object when activated by a flow.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node

Int Component

Object

Reference to the int object for which the value will be set.

Value In

Integer [editable]

The value to be applied to the int component. Either the value provided to the input port or the value set in the field.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Output

Integer

Either the value provided to the Value In input port or the value set in the field.

PreviousFloatNextList

Last updated 7 months ago

Generates a random number between Min (inclusive) and Max (exclusive). For more information, refer to in the Unity documentation.

Random.Range