Using Signal

🔔 What is a Signal?

A Signal is an event-driven system that tells the ironShift Engine: “Something just happened — now it's time to respond.”

or Imagine it like this gameplay: “Hey! Something just entered or exited the atmosphere — now you can act.”

Signals are a core part of how ironShift operates. They let you define what happens and when, without writing custom logic. Whether you're triggering a cutscene, activating a trap, or starting a dialogue — Signals are your go-to system.


🔄 Signal Modes

First, choose when your Signal should fire. The available modes include:

🛠️ System-Based Triggers

  • OnStart – Fires once when the playmode starts

  • OnAwake – Fires during the initial load

  • OnEnable – Fires when the object is enabled

  • OnDisable – Fires when the object is disabled

🧍 Player-Based Triggers

  • OnPlayerEnter – Fires when the player enters the trigger

  • OnPlayerExit – Fires when the player exits

  • OnPlayerStay – Fires while the player remains in the trigger

🏷️ Tip: You can specify a custom Player tag to control which objects count as the player.


🎯 Using Events

Want to hook into Unity’s built-in event system? Just enable the "Good Old Fashioned Event" toggle — and you’ll get a UnityEvent callback you can wire up to any GameObject, script, or method.

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