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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