Actions
Learn how use Actions in your VIVERSE Worlds, and how to link them to Triggers and / or Custom Scripts
About
Actions is another fundamental part of VIVERSE Framework, allowing creators to devise a wide range of possible "verbs" that their experience can do, without writing a single line of code. The typical examples are:
Enable / Disable / Toggle Entity or a group of Entities
Teleport Player to a new location
Fade In or Fade Out some Entity
Play Animation / Particle Effect or Sound
Initialize Quest or advance particular Quest Task
And so on, and so forth
Usage
Actions are typically paired with Triggers, where one Trigger can execute multiple Actions in parallel, or one Action can be executed by any Trigger matching its name. It's also possible to execute Actions from your Custom Scripts, opens up even more possibilities for interactivity!
Here is a simple example of an Action being executed by a Trigger:
Setup Trigger
Create a new empty Entity in your Scene
Add 3D > Render Component of type
Box. Your Entity should be visible in your Scene nowAdd Physics > Collision Component of type
Boxas well. Adjust its params if necessaryClick Add Viverse Component button and select Rule > Trigger. The
viverseTriggerscript will be added to your EntityIn Trigger Component, add a new entry to the Trigger List, by entering 1
Leave Trigger type at
OnSelect(default), and give it a uniqueName, for examplebox.clicked
Setup Action
With your Entity selected, click Add Viverse Component button once again, and select Rule > Action. The
viverseActionscript will be added to your EntityIn Action Component, add a new entry to the Action List, by entering 1
Populate
Trigger / Conditionfield with your Trigger Name, which isbox.clickedin our caseLeave all other params at their defaults -
ToggleEntities,Toggle,Self






It's not really necessary to have both Trigger and Action Components on the same Entity! For the purpose of your experience you can have as many Entities as you like, each with its own Trigger or Action, or a combination of those.
The only important rule is that Trigger's Name param should match an Action's Trigger / Condition one if you want them to be linked together
Reference
Toggle
Entities
Enables or disables a given Entity according to desired State parameter. Supported states:
Enable/Disable/Toggle
What Entity is enabled or disabled can be controlled by Entity Filter selector:
Self- current Entity (default)Tag- all Entities with specific TagTargetEntity- particular Entity in the Scene


Toggle
Component
Enables or disables particular Component on a given Entity according to desired State parameter. Supported states:
Enable/Disable/Toggle
Supported Components to destroy:
Collision/Rigidbody
As with ToggleEntities type, Entity Filter selector controls what Entity is affected by this Action

Destroy
Entities
Destroys a given Entity based on Entity Filter selector. See ToggleEntities above for available filter options

Fade
Transition
Fades In or Out a given Entity over Duration period. Supported Fade Types:
FadeIn/FadeOut
The Entity should have Mesh or Render Component attached, with transparent Materials.
As with ToggleEntities type, Entity Filter selector controls what Entity is affected by this Action


Push
Notification
Fires a Notification Event with a given Event Name. This event can be picked up by another Trigger Entity of type OnNotificationEvent. You can use it to send / receive custom Notification Events between different Entities in your Scene

Teleport
Player
Teleports the Player to a given 3D point in your Scene

Push
Entity
Applies a 3D impulse to a given Entity, provided this Entity has Rigidbody Component attached. As with ToggleEntities type, Entity Filter selector controls what Entity is affected by this Action

Sound
Control
Plays or stops a Sound on a given Entity, provided this Entity has Sound Component attached. Audio Name refers to a Sound Slot name. Supported actions:
Play/Stop
As with ToggleEntities type, Entity Filter selector controls what Entity is affected by this Action

Animation
Control
Plays an Animation on a given Entity with Duration blend time, provided this Entity has Animation Component attached. Animation Name refers to an Animation Clip. As with ToggleEntities type, Entity Filter selector controls what Entity is affected by this Action

Particle
System
Control
Plays a Particle Effect on a given Entity, provided this Entity has Particle System Component attached. As with ToggleEntities type, Entity Filter selector controls what Entity is affected by this Action

Quest
Updates state of Quest with a given Quest Name, based on Command provided. Supported commands:
Start Quest/Reset QuestAddTaskProgress/CompleteTask

Set
Spawn
Point
Sets the next Spawn Point for the Player to a 3D point from provided list. If the list contains multiple options - the point will be selected randomly out of them

Seat
Executes Player sitting mechanic for a given Seat Entity, according to provided Command. The Entity should have Seat Component attached. Supported commands:
Sit/Leave

Open
Link
Opens URL with a given Link

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