Documentation index for AI agents (llms.txt) A Markdown version of every page is available: request the page's source under /docs/, follow the "alternate" link in this page's head, or start from /llms.txt.
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Signals#

Summary

A Signal supplies a value to a node. For example, you can give an Instruction a constant number or read one from a variable, the distance between two objects, or a random range.

Signal entries come from source code

The pages below are a complete reference for every Signal, generated from the latest version of the asset and grouped by the type of value produced.

Read and write#

A Signal can read a value, write one, or support both operations. Its supported operations determine which dropdowns offer it:

  • Read Signals appear in Get dropdowns. Constant Number returns the value you entered and can't be changed at runtime.
  • Write Signals appear in Set dropdowns. Game Object Name supports both operations: it reads the object's current name and assigns a new one.

A source with no writable value, such as the distance between two objects, doesn't appear in a Set dropdown.

Signals are typed#

A Signal field offers sources of its own type, so a field asking for a number doesn't offer a color. Available types include Number, Boolean, Vector3, Game Object, Scriptable Object, and the collections that Foreach iterates.

Because the inputs of a Signal are themselves Signals, they nest: random between 1 and the player's level is a random-range Signal whose upper bound is a variable Signal.

Reacting to changes#

A binding monitors a Signal and runs an Event when its value changes. Use one to update a health bar when health changes, for example.

See Bindings for how to choose a subscription mode and what each mode costs.

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