World Utilities / Applicators

Boolean Event

Calls Udon events on other behaviours whenever a boolean value turns true or false - optionally delayed.

since v0.7.0localsynchronizedpersisted
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 true and false events firing (in order).