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Core

Picker entries from Jungle Core. Grouped by the category the picker shows them under.

Asset

GameObject Container

Shared container asset that any scene or prefab can read and fill.

A container kept as an asset, so objects in different scenes and prefabs can share it. Objects join it with Add To Container While Active, or through any container operation. It goes back to its starting objects each time you press Play.

Type: GameObjectContainerAsset · Full page

Data

Key

A shared key asset, for keys used across unrelated objects.

A key shared across the project. Most keys can stay local to the object that defines them; use an asset when unrelated objects must agree on the same key, like every item a hand can pick up. Renaming the asset never breaks anything that uses it.

Type: Key · Full page

My Game

Add Health

Adds (or with a negative amount, removes) health.

Type: AddHealthOperation

Cutscene Steps

A titled group of steps that run one after the other.

Type: CutsceneSteps

Health Command

Runs operations on a Health component (add, drain, refill, …).

Type: HealthCommand

My Game / Debug

Show Message

Prints a message to the Console. Handy as a placeholder step while sketching out a sequence.

Type: ShowMessageProcess

Objects

Add To Container While Active

Adds objects to a container while this operation runs.

On Begin, adds the objects to the chosen container, usually a shared GameObject Container asset. When the host stops the operation, removes them again. Put it in a Value Command on a Process Component set to Enable / Disable, so the objects are listed exactly while they are active.

Type: AddToContainerWhileActiveOperation

General

Key Value

Stores a key directly on the owner.

Provides a key set directly on the component.

Type: KeyValue

Tag Of Object

The first tag on a GameObject, as a key.

Reads the Tagger on the chosen GameObject and returns its first tag. Use it to spawn from a keyed pool by the tag of the object this run is about, for example a smelter turning a copper nugget into a copper bar. A source with several objects gives one key per object; untagged objects resolve to nothing.

Type: TagOfGameObject