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Quick Start

A 5-minute taste of Jungle: create a shared value, react to it, watch it work at runtime.

You'll wire a Float Value asset that any component can read, and a Reactor that fires whenever the value crosses a threshold — no scripting, all Inspector.

Prerequisites: A Jungle plugin (e.g. Octoputs) installed. See Getting Started for installation details.


1. Create a shared Float value

In the Project window, right-click → Create → Jungle → Primitives → Float Value. Name it PlayerScore.

In the Inspector, set Value to 0.

This is a ScriptableObject. Any component that needs to read or write a float can point at this asset — your Reactor in the next step is the first reader.

Folder
C# Script
Jungle
Rendering
Scene
Data
Events
Objects
Primitives
Spatial
Bool Value
Double Value
Float Value
Int Value
String Value
Project window, right-click → Create → Jungle → Primitives → Float Value.
Inspector
PlayerScore(Float Value Asset)
Value0
The new asset. Its Value is the number every reader sees.

2. Add a Reactor

Create an empty GameObject in your scene named Logic. Add a Reactor:

Add Component → Jungle → Reactions → Reactor

The Inspector shows a Targets list. Each target watches one source.

Inspector
Logic
Reactor? ⇅ ⋮
Start & Stop
Reactions
Targets0+
No Targets
A fresh Reactor. The + on Targets adds the first thing to watch.

3. Watch the value

Click + on Targets. Pick Targets → Float.

Configure its source:

  • Source — choose Float Value From Asset, then drag your PlayerScore asset into the slot.

The target is now subscribed to the asset. Whenever PlayerScore's value changes, this target will see it.

Source(None)◎
from asset
Search
Float Value From Asset
Float Value Asset
Click the empty Source pill, type to search, pick Float Value From Asset.
Targets1+
Target 1Float
SourceFloat Value From Asset
Value AssetPlayerScore
Reactions0+
No Reactions
PlayerScore dropped into the Value Asset slot. The target now watches it.

4. React when it crosses 50

Inside the Float target, click + on Reactions. Set its Trigger to Band → Threshold.

Field Value
Comparison Above
Threshold 50
Hysteresis 5

Hysteresis means the trigger re-arms once the value falls back below 45 — keeps the reaction from flickering near the boundary.

For the reaction's Process, pick Utils → Debug Command. Inside it, click + on Debugs, pick Debug Log Operation, and type a Debug Message like "Score passed 50!".

Reactions1+
Reaction 1
Trigger1Threshold
Threshold50
ComparisonAbove
Hysteresis5
Apply On Begin
Interrupt PolicyForce Complete
Process2Debug Command
Debugs1+
Debug 1Debug Log Operation
Debug Message3Score passed 50!
One reaction, fully wired.
  1. Trigger: Threshold, Above 50, with 5 of hysteresis.
  2. Process: a Debug Command.
  3. The line it writes to the Console.

5. Play and tweak

Press Play. Select PlayerScore in the Project window. With the game running, drag its value up past 50. The console fires your log line. Drop it back below 45 and bump it again — fires once more.

Inspector
PlayerScore
Value51
In Play mode, drag Value past 50.
Console
Score passed 50!
Score passed 50!
One line each time it crosses 50 again after dropping below 45.

What just happened?

Three independent pieces collaborated, all picked from menus:

  1. PlayerScore (Float Value) — a configurable, shared value. Any component can read or write it without knowing where it lives.
  2. Float Target → Source — chose where the value comes from. Swap Float Value From Asset for a data storage key, a component field, or a curve — the rest of the Reactor doesn't change.
  3. Threshold Trigger → Process — chose when to fire and what to run. Swap the trigger for "On Change" or "In Range", swap the process for a sound, an animation, a transfer — same wiring.

This shape — pick a source, pick a trigger, pick a process — repeats everywhere in Jungle.


Next steps

Topic What you'll learn
Reactive Logic with Reactor All reaction trigger types (threshold, range, on-change, signal, event)
Writing Values Write values into assets, data storage keys, component fields with a Process Component
Value Providers All the places a value can come from
Understanding the Inspector UI How the popup pickers, sections, and tabs work