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Objects and Pools

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

Composition

Parallel Transforms

Runs several transform operations on the same target at the same time.

Runs every child operation in parallel against the same target. Completes when all children finish. Use to express 'do all of these at once' inside a Sequence. A Transform Command's operation list already runs in parallel by default.

Type: ParallelTransformOperation

Sequence Transforms

Runs transform operations one after another on the same target.

Runs each child operation in order on the shared target. The next one begins only when the previous finishes. Use to chain transform steps, like scale up, then move, then scale down. For a parallel run instead, use a Transform Command's plain operation list.

Type: SequenceTransformOperation

Container

From Creator

The objects a creator has made (first, last, or all of them).

Hands back what a Creator has spawned: pick the first or the last one, or let a consumer that takes several read the whole set. Use it to point something at pooled objects, which cannot be referenced from the scene because they do not exist until play.

Type: GameObjectsFromCreator

Objects

Activate

Sets the GameObject's active state.

Enables or disables the target GameObject. Use for showing/hiding UI panels, spawning effects, or switching scene elements.

Type: Activate

Activate At Index

Keeps only the object at the index active, the rest off.

Keeps the one object at Index in the command's target active and switches the others off. Set the target to the objects in order. Inside an int reaction, set Index to Context Value so a counter picks which page, preset or showcase is shown. Stepping past the last object comes back to the first, and below the first goes to the last.

Type: ActivateAtIndex

Activate First N

Keeps the first N objects of the target set active, the rest off.

Keeps the first Count objects of the command's target active and switches the others off. Set the target to the objects in order. Inside an int reaction, set Count to Context Value to follow the reaction's value, so a counter or a Tiers trigger fills a row of meshes, pips or lights with no per-step reaction.

Type: ActivateFirstN

Activate For

Changes the active state for a duration, then reverts.

Sets the GameObject active state for the given duration, then restores the original state. Use for temporary reveals, timed effects, or pulse behaviours.

Type: ActivateFor

Container Command

Transfer, store, or take container values.

Combines multiple container operations (transfer, store, take, etc.) into a single command. Operations run at the same time — instant ones complete right away, timed ones complete once their work finishes.

Type: ContainerCommand

Creator Command

Spawn, release, or prewarm objects from a creator.

Combines multiple creator operations (spawn, release, prewarm) into a single command targeting one GameObjectCreator. Instant operations complete immediately; timed operations keep the command alive until they finish.

Type: CreatorCommand

Despawn

Returns the GameObject to its pool, or destroys it.

Removes the target GameObject from play. If it came from an object pool it is returned there for reuse; otherwise it is destroyed. Use for consuming items, clearing spent pickups, or cleaning up spawned effects.

Type: Despawn

Destroy

Destroys the target GameObject.

Permanently destroys the target GameObject. Use for consuming items or removing scene objects for good. For pooled objects prefer Release Target, which returns them to their creator instead.

Type: DestroyGameObjectOperation

GameObject Command

Activate, set layer, reparent, and more.

Combines multiple GameObject operations (activate, set layer, set parent, etc.) into a single command. A target that yields several objects (a list, a detector, a tag) runs every operation on each of them. Add, remove, and reorder operations in the list to build the exact behavior you need.

Type: GameObjectCommand

Reactivate

Turns the GameObject off then on again.

Disables then re-enables the target GameObject in one step, so anything that runs on enable starts over. Use to replay a one-shot particle system, restart an animation, or re-run an OnEnable setup.

Type: Reactivate

Set Layer

Changes the layer of the GameObject.

Changes the layer of the target GameObject. Optionally applies to all children recursively. Use for changing physics interactions or camera visibility at runtime.

Type: SetLayer · Full page

Set Layer For

Changes the layer for a duration, then reverts.

Changes the GameObject layer for the given duration, then restores the original layer. Useful for temporary physics or visibility changes (e.g. Highlighted, Ignored).

Type: SetLayerFor

Set Parent

Moves the object under a new parent.

Reparents the target under a new parent transform. World position is preserved by default. Use for attaching objects to hands, sockets, or reorganizing the scene at runtime.

Type: SetParent

Set Parent For

Reparents for a duration, then reverts.

Reparents the target for the given duration, then restores the original parent and sibling index. Useful for temporary attachments (hands, sockets) that auto-release.

Type: SetParentFor

Set Tag

Changes the tag of the GameObject.

Changes the tag of the target GameObject. Use for reclassifying objects at runtime, enabling different filter or detection behavior.

Type: SetTag

Set Tag For

Changes the tag for a duration, then reverts.

Changes the GameObject tag for the given duration, then restores the original tag. Useful for temporary reclassification for filter or detection purposes.

Type: SetTagFor

Set Value Asset

Writes the target GameObject into a GameObjectValueAsset.

Stores the target GameObject in a shared GameObject Value asset. Use this to publish the target so any system reading from that asset picks it up.

Type: SetGameObjectValueAsset

Toggle Active

Flips the GameObject's active state.

Turns the target GameObject off if it is on, and on if it is off. Use for open/close panels and show/hide toggles driven by a single input.

Type: ToggleActive

Write GameObject

Reads a GameObject from a source and writes it into a target that can hold one.

Reads a GameObject reference from any source and writes it into any settable target. Use inside a Value Command (in a Process Component or a reaction's process) to keep a reference in sync.

Type: WriteGameObjectOperation

Write GameObject While Active

Writes a GameObject into a target while this operation runs, then clears it.

On Begin, writes the source GameObject into the sink. When the host stops the operation, clears the sink if it still holds that object. Put it in a Value Command on a Process Component or in a While Running slot to share a reference only while something is active.

Type: WriteGameObjectWhileActiveOperation

Pool

On Disable

Returns to pool when the GameObject is disabled.

Returns a pooled object to its pool when the GameObject is disabled externally.

Type: OnDisableReturnTrigger

Timer

Returns to pool after a delay.

Returns a pooled object to its pool after a configurable time delay.

Type: TimerReturnTrigger

Position

Set Position

Sets the position of the Transform.

Sets the world or local position of the target Transform. Use for teleporting objects, resetting positions, or placing objects at dynamic locations.

Type: SetTransformPosition

Set Position over Time

Drives position over time.

Evolves a Transform's position each frame using a target and optional modifiers. Use for smooth movement, transitions, or any time-based position control.

Type: TransformPositionOperation

Set Rect Anchors over Time

Moves a RectTransform's anchors (min and max together) over time.

Animates where a UI element hangs on its parent by moving anchor min and max by the same amount, so a panel can slide from one edge of the screen to another regardless of resolution.

Type: RectAnchorsOperation

Set Rect Pivot over Time

Drives a RectTransform's pivot over time.

Animates the point a UI element scales and rotates around, from (0,0) bottom-left to (1,1) top-right.

Type: RectPivotOperation

Set Rect Position over Time

Drives a RectTransform's anchored position over time.

Animates a RectTransform's anchored position over time using a target and optional modifiers.

Type: RectPositionOperation

Rotation

Set Rotation

Sets the rotation of the Transform.

Sets the rotation of the target Transform using Euler angles, measured against the scene, the parent, the object's own axes or any position and facing you pick. Use for orienting objects, turning them by a set amount, or aligning to dynamic directions.

Type: SetTransformRotation

Set Rotation over Time

Drives rotation over time.

Updates a Transform's rotation each frame toward a target rotation, with optional modifiers. Use for smooth rotations, turning to face something, spinning around the object's own axes, or any rotation that changes over time.

Type: TransformRotationOperation

Scale

Set Rect Size over Time

Drives a RectTransform's size delta over time.

Animates a UI element's size delta using a target and optional modifiers, for panels that grow, bars that stretch or buttons that pop.

Type: RectSizeDeltaOperation

Set Scale

Sets the scale of the Transform.

Sets the local or world scale of the target Transform. Use for resizing objects, applying visual emphasis, or restoring default scale.

Type: SetTransformScale

Set Scale over Time

Drives scale over time.

Evolves a Transform's local scale each frame using a target and optional modifiers. Use for smooth scaling, pulsing, grow/shrink effects, or any time-based scale control.

Type: TransformScaleOperation

Spatial

Transform Command

Set position, rotation, scale, and more.

Combines multiple transform operations (set position, rotation, scale, pipelines, etc.) into a single command targeting one object. Add, remove, and reorder operations in the list to build the exact behavior you need.

Type: TransformCommand

Transfer & Container

Capture

Capture an item from a source container into a destination.

Reads a GameObject from a source container and stores it into a destination container. Does NOT remove from the source — membership there is owned by whatever drives the source (e.g., a detector relay).

Type: CaptureOperation

Clear Container

Removes every value from a container.

Takes every object out of the container, one remove at a time, so each one raises its own removal. The objects themselves are untouched. Use it to deselect everything, for example on a click that hits nothing.

Type: ClearContainerOperation

Create

Create a new GameObject via a creator.

Invokes a creator (pool, prefab spawner, etc.) and optionally stores the resulting GameObject into a destination container and/or assigns it to a settable value.

Type: CreateOperation

Destroy

Take an item from a container and reclaim/destroy via a creator.

Takes a GameObject from the source container and passes it to the creator. If Destroy Permanently is true, the creator destroys it outright; otherwise it reclaims (typically returning to the pool).

Type: DestroyOperation

Merge Source

Replaces, adds, removes or toggles a whole source's items in a container.

Reads every object in the source and folds them into the container. Replace leaves the container holding exactly the source's objects, Add stores the ones missing, Remove takes out the ones present, Toggle flips each one. The source is not changed. For marquee selection, point the source at the marquee's detector: Replace on a plain drag, Add with Shift, Toggle with Control.

Type: MergeSourceOperation

Remove Value

Removes a specific value from a container.

Reads a GameObject from a value reference and takes that exact object out of the container. Use it with Store Value to mirror something into a container from events: Take Value hands over whichever item the container picks, this one names the item.

Type: RemoveValueOperation

Store Value

Stores a value into a container.

Reads a GameObject from a value reference and stores it into a destination container.

Type: StoreValueOperation

Take Value

Takes from a container into a value.

Takes a GameObject from a source container and assigns it to a settable value reference.

Type: TakeValueOperation

Toggle Value

Adds a value to a container, or removes it if already there.

Reads a GameObject and flips its membership in the container: in goes out, out goes in. Use it for Control-click selection, where clicking a selected object deselects it.

Type: ToggleValueOperation

Transfer

Transfers an item from one container to another.

Takes a GameObject from a source container and stores it in a destination. Completes after both take and store finish. If the destination rejects the item, it is returned to the source.

Type: TransferOperation

Transform

Copy Transform

Snaps position, rotation, and/or scale to match another Transform.

Snaps the target's position, rotation, and/or scale to match another Transform. Toggle channels to copy only what you need. Scale is always local (Unity has no world-scale setter).

Type: CopyTransform

Copy Transform over Time

Each frame, copies position, rotation, and/or scale from another Transform onto the target.

Each frame, copies position, rotation, and/or scale from another Transform onto the target. Runs forever by default, set a Completion Condition (duration, signal, while-condition, …) to stop it. Use to mirror a moving object, follow a marker, or temporarily lock to another Transform.

Type: CopyTransformOperation

UI

Set Alpha

Sets the canvas group alpha.

Sets the CanvasGroup alpha. 0 = fully transparent, 1 = fully opaque.

Type: SetAlpha

Set Alpha Over Time

Drives CanvasGroup alpha over time.

Animates a CanvasGroup's alpha over time using a value pipeline.

Type: CanvasGroupAlphaPipelineOperation

Set Blocks Raycasts

Sets the CanvasGroup blocks raycasts flag.

Enables or disables the CanvasGroup's blocksRaycasts flag. Use to make hidden UI non-interactive or let clicks pass through overlays.

Type: SetBlocksRaycasts

Set Interactable

Sets the CanvasGroup interactable flag.

Enables or disables the CanvasGroup's interactable flag. Use to lock out UI input during transitions or gameplay.

Type: SetInteractable

UI Command

Set alpha, interactable, or blocks raycasts.

Combines multiple CanvasGroup operations (set alpha, interactable, blocks raycasts, etc.) into a single command targeting one CanvasGroup. Toggle the operations you need and configure their values inline.

Type: UICommand

General

Prewarm

Force-create N items then reclaim them (primes a pool reserve).

Calls Create N times then Reclaim on each result. For PooledObjectCreator this grows the inactive reserve without leaving anything active; for other creators this is a create-then-destroy warmup. On a keyed creator, Key picks which pools to prime; leave it empty to prime every pool by Count.

Type: PrewarmOperation

Release All

Reclaims items from a creator (returns to pool, destroys instances).

Reclaims items from the target creator. For pool creators, returns them to the reserve. For prefab creators, destroys the instances. Release All reclaims every created item; otherwise reclaims up to Count items, oldest first.

Type: ReleaseOperation

Release Target

Reclaims a specific GameObject from a creator.

Looks up a GameObject and hands it back to the creator that produced it. Pool creators put it back in reserve, prefab creators destroy it. Does nothing if the target wasn't created by this creator.

Type: ReleaseTargetOperation

Spawn

Spawns one or more items from a creator in one shot.

Spawns Count items from the target creator immediately. Set Key to choose which pool of a keyed creator spawns, for example the tag of the object this run is about. Per-spawn commands run once for each new object: inside them, Each Object is the spawned object and Context is still the object of the outer run. For Count > 1 they run one spawn after another.

Type: SpawnOperation

Spawn Over Time

Spawns items from a creator with timing, repeats, and per-spawn commands.

Spawns items from the target creator over time. Configure pre-delay, interval, spawns per cycle, post-delay, and repeats. Per-spawn commands run once for each new object: inside them, Each Object is the spawned object and Context is still the object of the outer run. When the creator has nothing to hand out, such as a full pool, the next spawn waits at least one frame. For a single one-shot spawn, use Spawn instead.

Type: SpawnOverTimeOperation