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.