Custom Actions

Last updated 8 months ago

Actions are the heart of Game Creator and thus is a process you'll be doing quite often if you intent to customize your game. Luckily we've created tools that allows you to easily create a template action which you can modify.

To create a new Action right-click on the Project Panel inside the Unity Editor and navigate to Create → GameCreator → Developer → Action and give the text file created a suitable name.

We use the convention "Action" + name, but you can use whatever you like.

Open the new Action and see how there's already a bunch of code written. Notice how the Action inherits from an abstract class named IAction. To create a custom Action you don't need to know how they work. All you have to do is fill in the methods and you'll be good to go!

All Game Creator scripts are organized inside the namespace "GameCreator" and each module has its own sub-namespace.

Creating a custom Action is divided in two parts. The first one, you'll be programming what the action actually does. The second part you'll need to tell Unity how you want this Action to be visualized in the Inspector and which properties are exposed. Let's begin with the first one.

Runtime Body of an Action

The runtime body of the Action goes from the beginning of the action class definition till the platform compile condition pragma (where it's read #if UNITY_EDITOR)

You can declare your properties at the beginning of the class as you would normally do. The method Execute is called whenever an action is executed. Let's break down its structure and explain how it works.

public override IEnumerator Execute(GameObject invoker, IAction[] actions, int index)
yield return 0;

Notice how Execute returns an IEnumerator type. This is because this method is a coroutine. A coroutine works as any other function, except that it can halt its execution waiting for a value or for an amount of time. This is perfect for Actions as it allows to halt the execution independently of the cause.

For example, the Move Character To Action that allows to move a character from A to B. You can decide whether to wait for the character to arrive to its destination or continue the execution as soon as the character starts moving.

The Execute method must always return A yield return 0 (or any other integer number). This value is used to jump between instructions. Positive values skip forward instructions and negative ones re-execute previous instructions. By default you should always return 0.

The parameters are:

  • GameObject invoker: References the invoker of the Action.

  • IAction[] actions: An array containing the full set of instructions

  • int index: The index of the current Action in the previous parameter

Runtime Body example

Here's an example of a custom Action called ActionLookAtAndWait. What it does is to make the objectA asset look at the objectB and wait 0.5 seconds before resuming the execution.

public Transform objectA;
public Transform objectB;
public override IEnumerator Execute(GameObject invoker, IAction[] actions, int index)
this.objectA.LookAt(this.objectB, Vector3.up);
yield return new WaitForSeconds(0.5f);
yield return 0;

Notice how after the yield return new WaitForSeconds(0.5) there's one last yield instruction that returns an integer (yield return 0)

Editor Body example

Let's take a look at the second half of the code for creating a custom Action. Between the platform compile condition pragmas (#if UNITY_EDITOR ... #endif).

First of all, there is a static property with the new keyword called NAME. This property gives the Action a name in the Action's selection dropdown list. Just change the name and you're good to go.

The second property is a const string named NODE_TITLE. This one is used in the method GetNodeTitle() which returns a string containing the description of the Action shown in the Inspector.

Instead of using a constant string, Game Creator gets the description of an Action using the GetNodeTitle method so it can dynamically change its content based on its properties.

OnEnableEditorChild() and OnDisableEditorChild() are called when the Instector containing this Action is focused/unfocused. It's a good place to initialize the properties used in the OnInspectorGUI() method.

The OnInspectorGUI() is where the thick code goes. It is called every refresh frame. It should always start with serializedObject.Update() and finish with serializedObject.ApplyModifiedProperties(). Between these two lines you should show the serialized version of the properties.

For more information on working with SerializedProperties follow this Unity guide.

Unlike the Update method, Editor scripts are only refreshed when they need to be repainted.

Here's the Editor code section of the ActionLookAtAndWait

public static new string NAME = "My Actions/Look and Wait";
private const string NODE_TITLE = "Object {0} looks at {1}";
private SerializedProperty spObjectA;
private SerializedProperty spObjectB;
public override string GetNodeTitle()
return string.Format(
(this.objectA == null ? "none" :,
(this.objectB == null ? "none" :
protected override void OnEnableEditorChild ()
this.spObjectA = this.serializedObject.FindProperty("objectA");
this.spObjectB = this.serializedObject.FindProperty("objectB");
protected override void OnDisableEditorChild ()
this.spObjectA = null;
this.spObjectB = null;
public override void OnInspectorGUI()

Wrapping and putting everything together, you can see this custom Action in a real project. Notice how the square looks at the objectB (red ball) and waits 0.5 seconds before looking at it again.