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Events and Signals

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

Composite

Any Of

Fires when any child event fires.

Fires as soon as any one of the child events fires. Use when a single event slot has to react to several unrelated signals, such as an agent that should attempt its drop both when it finishes grabbing and when its destination frees up.

Type: AnyOfEvent

Detector

Detector Availability

Fires when a detector starts or stops having items.

Fires when a detector picks up its first object, gains another one, or loses its last one. Choose which transition to fire on. Useful to drive fade-in / fade-out animations or other event slots from a detector's runtime state.

Type: DetectorAvailabilityEvent

Events

After Raise Count

Stops after the event fires N times

Stops listening to an event after it has been raised a configurable number of times. The counter resets when listening restarts.

Type: StopListeningAfterRaiseCount

Event Asset

A shared event asset. Other systems can raise or listen to it without knowing about each other.

An Event stored as an asset, so different systems can talk to each other without knowing about each other. Create the Event in the Project window, then point multiple components at it to broadcast and listen.

Type: EventAsset · Full page

Event Asset

Points at a shared Event asset.

Points at a shared Event asset. Use this anywhere you need to plug an Event asset into a slot that expects an Event.

Type: EventFromAsset

Event Invoke Command

Raises a Jungle Event asset when executed.

Holds event operations that run in parallel. Each operation can raise a Jungle Event asset, notifying all listeners. Use it to let different systems talk without wiring them directly together.

Type: EventInvokeCommand

Execution Condition

Uses a Condition to decide when to stop listening.

Uses any Condition, such as a duration or a while-condition-met check, to decide when event listening should stop.

Type: StopListeningOnCondition

Invoke Unity Event

Invokes a UnityEvent.

Invokes a standard UnityEvent when executed. Wire up listeners in the Inspector just like a button click.

Type: InvokeUnityEventOperation

Invoke Unity Event (Object)

Invokes a UnityEvent, passing it a GameObject.

Invokes a standard UnityEvent when executed, handing each wired method a GameObject, by default the object this run is about. Wire up listeners in the Inspector just like a button click; each listener must take a single GameObject parameter.

Type: InvokeUnityEventWithObjectOperation

Local Signal Event

Listens to a signal on a Local Signal Transmitter.

Points at a Local Signal Transmitter and one signal on it. Listening for this event listens for that signal; raising it sends that signal. Plug this in anywhere an Event slot is expected, for example the completion event of a wait-for-signal process.

Type: SignalEventFromHub

Local Signal Transmitter

Lets things on this object listen for and send signals.

Lets things on this GameObject, and anything that references it, wait for or send named signals scoped to this one instance. Two copies of the same prefab never share listeners. Use this when you want signal routing without going through a Reactor.

Type: LocalSignalTransmitter · Full page

Raise Event

Raises a Jungle Event asset.

Raises a Jungle Event asset, notifying every listener subscribed to it. Use it to let different systems talk without wiring them directly together.

Type: RaiseEventOperation

Raise Signal On Owner Transmitter

Raises a signal on the Local Signal Transmitter of an owning GameObject.

Raises a signal on the Local Signal Transmitter attached to the chosen owner. Drag the GameObject that carries the transmitter into 'owner'. The operation finds the transmitter the first time it runs and reuses it. Use this for the common 'broadcast that something on this object happened' case; use Raise Signal On Transmitter when the transmitter lives on a different GameObject or is wired by reference.

Type: RaiseSignalOnOwnerHubOperation

Raise Signal On Transmitter

Raises a signal on a Local Signal Transmitter.

Raises one signal on the chosen Local Signal Transmitter. Anything listening on that transmitter for that signal will fire. Use this from any operation list to signal local completion or broadcast a local event. If the transmitter lives on the same GameObject as this operation's owner, Raise Signal On Owner Transmitter is usually the simpler choice, since it finds the transmitter by GameObject.

Type: RaiseSignalOnHubOperation

Unity Event Invoke Command

Invokes Unity Events when executed.

Holds Unity Event operations that run in parallel. Each operation can invoke a standard UnityEvent. Wire up listeners in the Inspector just like a button click.

Type: UnityEventInvokeCommand

Input

Input Button Event

Fires on Input Manager button interactions.

Monitors a named button from the Unity Input Manager and fires on down, held, or up. Supports an optional stop condition to limit how many times the event can fire.

Type: InputButtonEvent

Input System Action Event

Fires on Input System action interactions.

Monitors an InputAction via an InputActionReference and fires on started, performed, or canceled. Requires the Unity Input System package (com.unity.inputsystem).

Type: InputSystemActionEvent

Key Code Event

Fires on a keyboard key press, hold, or release.

Watches a single keyboard key and fires when it is pressed, held, or released. Uses the legacy Input system, so no Input Manager setup is needed, just pick the key. Supports an optional stop condition to limit how many times the event can fire.

Type: KeyCodeEvent

Mouse Button Event

Fires on mouse button interactions.

Monitors a mouse button by index (0=Left, 1=Right, 2=Middle) and fires on down, held, or up. Uses the legacy Input system.

Type: MouseButtonEvent

Pointer Over UI

True while the pointer is over a UI element.

True while the mouse or touch is over a UI element, like a button or a scrolling list. Needs an Event System in the scene. Invert it to stop the world reacting while the player uses the UI, for example so the scroll wheel zooms the camera only off the menu.

Type: PointerOverUICondition

Rewired Button Event

Fires on Rewired player action interactions.

Listens to a Rewired action for one player and fires on press, hold, or release. Works no matter when it's set up, even before Rewired finishes starting up. Requires the Rewired input plugin. If installed from the Asset Store, add JUNGLE_REWIRED to your Scripting Define Symbols manually.

Type: RewiredButtonEvent

Lifecycle

GameObject Event

Fires when a GameObject reaches a chosen lifecycle moment, like waking up or being disabled.

Watches a GameObject's lifecycle moments (wakes up, becomes active, is disabled, etc.) through a Lifecycle Event Relay component. Assign the relay and pick the moment you want to listen for.

Type: GameObjectEvent

Time

Duration Event

Fires after a configurable delay.

Waits for a specified duration then fires the event. Supports scaled and unscaled time. The timer starts when the first listener registers.

Type: DurationEvent

Next Frame Event

Fires after one rendered frame.

Waits one frame before firing. Handy for making sure other things finish setting up first.

Type: NextFrameEvent

UI

Button Click Event

Fires when a UI button is clicked.

Watches a UI Button and fires when it's clicked.

Type: ButtonClickEvent

Slider Changed Event

Fires when a slider's value changes.

Watches a UI Slider and fires whenever its value changes.

Type: SliderChangedEvent

Toggle Changed Event

Fires when a toggle's value changes.

Watches a UI Toggle and fires whenever it's checked or unchecked.

Type: ToggleChangedEvent

Values

On Value Changed

Fires whenever a value changes.

Fires every time the value you point it at changes, a score, a position, a flag, anything. Plug this into any event slot: a wait-for-event process, a Reactor trigger, and so on.

Type: OnValueChangedEvent

Video

Video Finished Event

Fires when a video finishes playing.

Monitors a VideoPlayer and fires when it reaches the end of its clip.

Type: VideoFinishedEvent

Video Started Event

Fires when a video starts playing.

Monitors a VideoPlayer and fires when it starts playing.

Type: VideoStartedEvent