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    Class TriggerEventAction

    Event actions are used to send and receive event messages.

    Inheritance
    object
    Node
    Action
    EventAction
    TriggerEventAction
    Inherited Members
    EventAction.ChannelVariable
    EventAction.EventChannel
    Action.Parent
    Action.AwakeParents()
    Node.CurrentStatus
    Node.LogFailure(string, bool)
    Node.GameObject
    Node.OnEnd()
    Node.ResetStatus()
    Node.StartNode(Node)
    Node.EndNode(Node)
    Node.AwakeNode(Node)
    Node.OnSerialize()
    Node.OnDeserialize()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Behavior
    Assembly: Unity.Behavior.dll
    Syntax
    [Serializable]
    [GeneratePropertyBag]
    [NodeDescription("Send Event Message", "Sends an event message on the assigned channel.", "", "", "Events", "99ca68fd9e704c8abdaacf5597e42a4a", false, "C:\\temp\\com.unity.behavior@1.0\\Packages\\com.unity.behavior\\Runtime\\Execution\\Nodes\\Events\\EventAction.cs")]
    public class TriggerEventAction : EventAction

    Methods

    OnStart()

    Declaration
    protected override Node.Status OnStart()
    Returns
    Type Description
    Node.Status
    Overrides
    Node.OnStart()

    OnUpdate()

    Declaration
    protected override Node.Status OnUpdate()
    Returns
    Type Description
    Node.Status
    Overrides
    Node.OnUpdate()
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