An Event Receiver is a component on a game object that runs its Actions when a specific event is received. An object may have multiple event receivers on it.

Event Type

The type of event that this receiver listens for. Possible event types are:

  • Start - runs actions when the object is created, usually when the scene is loaded.
  • Idle - runs its actions every frame, unless they are still running from a previous frame.
  • Trigger - runs its actions when a trigger event (sent via the Send Trigger action) is received.
  • Enabled - runs its actions when the object becomes enabled.
  • Disabled - runs its actions when the object becomes disabled.

The remaining event types fire in response to multiplayer networking activity. They only occur while a session is active (see the Network action):

  • Network Session Started - runs its actions when this player joins or starts hosting a session.
  • Network Session Ended - runs its actions when the session ends, whether because the player left, the host stopped, or the connection dropped. The first action parameter carries an error code (0 means a clean, intentional end).
  • Network Player Joined - runs its actions when another player joins the session. The first action parameter carries the joining player’s slot.
  • Network Player Left - runs its actions when another player leaves the session. The first action parameter carries the departing player’s slot.
  • Network Invite Received - runs its actions when the host platform hands the game an invitation to join a session (for example, accepting a Steam “Join Game” request). Respond with the Network action’s Accept Invite mode to connect.

Actions

The sequence of actions to run when the event is triggered.