Using Signal

π What is a Signal?
A Signal is an event-driven system that tells the ironShift Engine: βSomething just happened β now it's time to respond.β
or Imagine it like this gameplay: βHey! Something just entered or exited the atmosphere β now you can act.β
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 β Signals are your go-to system.
π Signal Modes
First, choose when your Signal should fire. The available modes include:
π οΈ System-Based Triggers
OnStart β Fires once when the playmode starts
OnAwake β Fires during the initial load
OnEnable β Fires when the object is enabled
OnDisable β Fires when the object is disabled
π§ Player-Based Triggers
OnPlayerEnter β Fires when the player enters the trigger
OnPlayerExit β Fires when the player exits
OnPlayerStay β Fires while the player remains in the trigger
π·οΈ Tip: You can specify a custom Player tag to control which objects count as the player.
π― Using Events
Want to hook into Unityβs built-in event system? Just enable the "Good Old Fashioned Event" toggle β and youβll get a UnityEvent callback you can wire up to any GameObject, script, or method.
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