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Questions tagged [events]

Event is action that is usually happenes "outside" of main program thread, but handled inside of it.

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I have a spell system where a the spell is a self-contained game object handling all the logic. When done, it destroys itself. This works great Then I added a second game object handling animation, ...
Zibelas's user avatar
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1 vote
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I'm building a turn-based game using an event-sourced-ish architecture. Here's the basic structure: A dispatcher on the game engine receives commands from the client and routes them to command ...
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1 answer
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I am trying to create a system for daily events in Unity, but I am facing an obstacle where performance and memory are very sensitive for me,The DailyEvent consists of a list of DailyEventAction, ...
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1 answer
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I have the following public method in a MonoBehaviour attached to a game object in my scene: ...
TheLongDog's user avatar
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1 answer
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I'm trying to create an event system that can be used for all types of events that happen in my game but I'm running into this following problem. My player HUD needs to be updated whenever an enemy ...
mtg's user avatar
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I use an integer field to indicate the value of the wanted year and I set a maximum and minimum limit for it and I wanted a function to be called when the wanted year value changes to display the ...
Ahmed Dyaa's user avatar
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1 answer
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So, I recently started making a small game from scratch, with no engine used(I'm a beginner at this) and I want to create an event system of my own. I want to check if my general idea for it is okay(...
HavocKid's user avatar
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1 answer
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I am new to game development, I am practicing by creating a pong game. I currently have an Area2D set up with a signal listening for ...
zeroparity's user avatar
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I've designed a game where, when a button is clicked, the moving point stops. If the button is clicked again, the moving point starts moving again. I only click on the button once, but the ...
Alisa's user avatar
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1 answer
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I have a UIManager meant to control the UI. The UI manager is attached to an empty game object. The Canvas has three panels, ...
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I'm attempting to create a card game as a new Unreal Dev. Currently I have a UI for the board. That UI has children for the Hands, Field, and Card Details (A window to the side of the field that has a ...
GodelComplete's user avatar
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My aim is to create events within my various states that will broadcast to other GameObjects when to take certain actions and to send certain data without needing to reference each GameObject. I have ...
ssnssnss's user avatar
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1 answer
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I'm using the new UI Toolkit and new Input System together, and I've setup everything correctly the Input Actions has separate input for UI, the Input System UI Input Module is setup correctly, the ...
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I created a prefab called MapNode and have MapGenerator instantiate a bunch of them at runtime. I want to make the each instance ...
qjk's user avatar
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2 votes
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The Behaviour Tree Starter Kit (BTSK) on GameAI Pro suggests using a scheduler for an event driven behaviour tree. To recap: A behaviour tree (BT) is traversed fully every time the root node is ticked ...
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I am making a unity mobile game, I have a simple scene and a canvas with a few buttons and these buttons have scripts that detect if the button was pressed and released. Here is the code for doing ...
zmac's user avatar
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1 answer
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In the script below, "btn" is a local variable in OnEnable() method. It's said that local variable is deallocated (lost) when leaving the countaining method. Why this one (btn) is not ? Nb: ...
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I am aiming to create a Unity project with a code structure similar to ECS. I want the code to be consistent, easy to integrate extend and expand if multiple developers will work with it. By that I ...
user159431's user avatar
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2 answers
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I am working on a card game in Unity and want to implement a system where I can create card effects that happen when certain events are triggered. The events could be anything from when a card is ...
Owen Millward's user avatar
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164 views

I have a problem with my game_over() function in Pygame. When the player loses, the game_over() function gets executed but since ...
Salem's user avatar
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1 answer
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How could I intercept a save scene action being run in Unity? There is some code I would like to run in editor whenever a scene is saved. Is it possible for me to detect somehow when a scene is saved?
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2 votes
2 answers
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In Godot IDE, what are the advantages and the caveats of using the visual IDE to connect signals to listerners instead of doing this: ...
pietrodito's user avatar
1 vote
1 answer
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I am trying to make an inventory system in Unity with ScriptableObjects and a text driver that displays the contents of an inventory. So far the code looks like this: -An InventoryObject is defined as ...
IDieForShrek's user avatar
1 vote
0 answers
519 views

I am developing an game with ECS architecture and trying to design a character damage system. Does the following design fits into ECS conception and will it be extendable in future? I have an ...
Nikolai's user avatar
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6 votes
1 answer
7k views

I am making a custom tick system to suit my needs (calling normal ticks every 0.2 seconds, medium ticks every 5 seconds etc...) I followed the tutorial in this video: CodeMonkey tick system tutorial ...
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