Value types#
Every Signal has a type, and its field only offers sources that produce that type. A field asking for a number doesn't offer you a color, so you can choose among sources compatible with the operation.
The types#
Choose a type according to the value the operation needs:
| Type | Holds | Typical use |
|---|---|---|
| Number | A floating-point value | Amounts, distances, speeds, timers, counters |
| String | Text | Names, tags, messages, identifiers |
| Bool | true or false |
Flags and switches |
| Vector2 | Two components | 2D positions, screen coordinates, sizes |
| Vector3 | Three components | World positions, directions, scales |
| Quaternion | A rotation | Orientations |
| Color | An RGBA color | Tinting, fading, highlighting |
| Game Object | A scene object | Selecting objects to read or change. See Game Objects |
| Sprite | A sprite asset | 2D art and UI images |
| Texture | A texture asset | Materials and raw images |
| Material | A material asset | Swapping the look of a renderer |
| Animation Clip | An animation asset | Playing animations |
| Audio Resource | An audio asset | Playing sound |
| Scriptable Object | A project asset | Data assets, including your own |
| Scene | A scene | Loading and unloading. See Scenes |
| Variable | A variable container | Pointing at a variable rather than one of its values |
| Collection | Many values | Iterating. See Collections |
An Integer variant rounds Number values for fields that need whole numbers, such as indices, counts, and profile numbers.
Number#
Number has the largest Signal catalog because it represents measurements, calculations, input axes, time, and counts:
| Category | Includes |
|---|---|
| Maths | Add, subtract, multiply, divide, modulus, powers, roots, rounding, clamping, remapping, and interpolation. |
| Trigonometry | Trigonometric functions, angle conversion, vector angles, and delta angles. |
| Random | A value in a range or a random integer. |
| Vector components | The X, Y, or Z component of a Vector2 or Vector3. |
| Color channels | RGBA or hue, saturation, and value. |
| Distance | Distance between two objects, Vector2 values, or Vector3 values. |
| Time | Delta time, fixed delta time, unscaled variants, elapsed time, frame count, and time scale. |
| Screen | Width, height, dots per inch (DPI), and aspect ratio. |
| Text | Length, index, word count, occurrence count, or a parsed number. |
| Collections | Count, sum, average, minimum, maximum, or a random entry. |
| Input | Mouse, scroll, stick, trigger, touch, gamepad, and last-input values. |
| Constants | π and positive or negative infinity. |
Nested Signals combine calculations
You can combine existing Signals when one source doesn't provide the calculation you need. For half the distance to the player, divide a distance Signal by 2. For a random point along a line, use a random range as an interpolation's blend factor.
Vector2 and Vector3#
Vector Signals can construct a value from individual numbers or read a transform's position, rotation, scale, or direction. Other sources normalize vectors, calculate cross and dot products, rotate by a quaternion, interpolate, or convert between screen and world space.
Quaternion#
Quaternion Signals supply rotations from identity, Euler angles, a transform, or a look direction. You can also interpolate between rotations, combine them, or rotate toward a target.
Color#
Color Signals can read a constant or a renderer or UI element's current color. You can interpolate between two colors, construct a color from its channels, or use hue, saturation, and value.
String#
String sources include typed constants, variables, and a game object's name or tag. Operations cover concatenation, joining, substring extraction, case conversion, trimming, replacement, sanitization, and number formatting. Other sources generate a GUID or read the date a save profile was written.
Asset types#
For Sprite, Texture, Material, Animation Clip, Audio Resource, and Scriptable Object, you can choose a direct asset reference, a variable, or a component that holds the asset.
Use Scriptable Object for your own data assets, such as a weapon definition, spell, or difficulty preset. Designers can select those assets through the same dropdown.
Variable#
A Variable Signal resolves to a container: a Local Variable component or a Global Variable asset.
Use it to choose which variable to operate on, rather than which value to read. Instructions that clear a variable or rename an entry take one.
Where to go next#
- Game Object Signals — resolve scene objects through context, hierarchy, and lookups.
- Collections — produce and transform multiple values at once.
- Signals reference — inspect every Signal generated from the source.