World Utilities / Values

String

A piece of text - announcements, names and messages.

since v0.1.0localsynchronizedpersistednetworked
Component Add Component menu / prefab Source
Local StringVRCTools.World.LocalValues.LocalString Local Values › Local Stringprefab: Local String.prefab LocalString.cs ↗
Synchronized StringVRCTools.World.SynchronizedValues.SynchronizedString Synchronized Values › Synchronized Stringprefab: Synchronized String.prefab SynchronizedString.cs ↗
Persisted StringVRCTools.World.PersistedValues.PersistedString Persisted Values › Persisted Stringprefab: Persisted String.prefab PersistedString.cs ↗

String values hold free text. Show them with a String Label, edit them with an Input Field and set them from buttons with a String Preset. A Synchronized String behind an input field makes an instant announcement board (“Welcome! We’re celebrating Kim’s birthday today!”).

Parameters

Parameter Default Description
Default Value "" The state the value is initialized with.
Key (persisted only)   PlayerData key used to store the value. Required - see choosing keys.

Synchronized variants additionally expose the networking settings.

Networked values need a unique hierarchy path - see naming networked objects.

Events

Event Kinds Description
EVENT_STATE_UPDATED all The state changed (also emitted once with the initial state).
EVENT_STATE_RESET local, persisted _Reset() restored the default value.
EVENT_LOADED persisted Stored data has been restored - see loading.
EVENT_PERSIST persisted The state has been written to player data.

Functions

Function Kinds Description
_Clear() all Sets the state to an empty string.
_Reset() local, persisted Restores Default Value.

Synchronized strings are sent in full on every change. They are perfect for short messages, but avoid binding them to input fields that players type long texts into.