World Utilities / Applicators
Boolean Event
Calls Udon events on other behaviours whenever a boolean value turns true or false - optionally delayed.
| Component | Add Component menu / prefab | Source |
|---|---|---|
Boolean Event ApplicatorVRCTools.World.Values.Applicators.BooleanEventApplicator
|
Values › Applicators › Boolean Event Applicator
|
BooleanEventApplicator.cs ↗ |
Bridges values and your own (or third party) Udon behaviours: whenever the boolean changes, the applicator calls a
list of custom events - one list for true, one for false. Use it to start and stop a video player, play a sound
when a door unlocks or reset a game when the instance owner flips a switch.
Parameters
| Section | Parameter | Default | Description |
|---|---|---|---|
| Type / Source | LOCAL |
The boolean value to watch. | |
| Targets | True State Events | empty | Behaviour + event name pairs called when the value becomes true. |
| False State Events | empty | Behaviour + event name pairs called when the value becomes false. |
|
| Delay | Delay Mode | NONE |
NONE, FRAMES or SECONDS. |
| Delay Frames | 0 |
Frames to wait before calling the events (FRAMES). |
|
| Delay Seconds | 0 |
Seconds to wait before calling the events (SECONDS). |
|
| Delay Timing | Update |
When the delayed event is executed: Update or LateUpdate. |
Events are called with SendCustomEvent, so the target methods must be public. Entries with a missing behaviour or
an empty event name are skipped with a warning.
Unlike other applicators, the Boolean Event Applicator does not explicitly re-apply the initial state after start-up. It may still receive a value’s initial update (depending on the order in which Udon starts behaviours), and persisted values announce their restored state once loaded. Make sure your events are safe to run when a player joins.
Events are not cancelled when the value changes again during the delay. Flipping a value quickly with a long delay results in both the
trueandfalseevents firing (in order).