Actions

Last updated 8 months ago

Actions are one of the core features behind Game Creator. They allow to animate characters, activate interruptors, move objects, and a long etcetera.

(Example of an Action with two instructions)

Creating an Action

To create an Action, right click on the Hierarchy Panel and select Game Creator → Actions. Alternatively you can also add the Actions component to any Game Object or click on the Actions button from the Game Creator Toolbar.

(Right click → Game Creator → Action)

Anatomy of an Action

An Action is a single instruction that when executed "does something". For example, the action Wait puts the execution on hold for a number of seconds.

Here's an example of an action called Play Sound.

When an Action is executed in runtime it will be highlighted in light blue. This is very useful when you want to track which instruction is being executed.

To add a new Action click on the Add Action button. A categorized dropdown window will appear. You can navigate using your mouse or the keyboard.

Select which action you want to add and it will automatically be added at the end of the list.

Behavior Options

You can configure the behavior of an Action at the end of the component.

(Behavior options: Run in Background & Destroy After Finishing)

Run in Background

When the Run in background checkbox is marked the Action will always be executed when called. If the checkbox is left unmarked, if another Actions object is being executed and is set to run in the foreground, the first one won't be executed.

In other words, two Actions can't be executed at the same time if they both have the Run in background checkbox unmarked.

Destroy After Finishing

Game Creator is all about fast development. If you want to destroy an Actions object after all its instructions have been executed, mark this checkbox.

You can accomplish the same behavior using the Destroy action at the end of the container of Actions., though it's faster this way.

You can add an Actions component below a Trigger component and let the Destroy After Finishing option destroy both the Actions and the Trigger. Useful if you want to execute it only once, for example, when picking an item.