Event Editor
The Event Editor connects player interactions to game actions. Every interactive element in your game — a hotspot you click, a door you walk through, a key you press — is wired up here.
Concepts
An Event has two parts:
| Part | Description |
|---|---|
| Trigger | What the player does to fire this event |
| Actions | What happens when the event fires (one or more, in order) |
Events are attached to a specific object in a specific scene.
Creating an Event
- Open the Event Editor from the sidebar.
- Click + Add Event.
- Choose the Scene and Object this event is attached to.
- Choose a Trigger type (see below).
- Add one or more Actions (see below).
- Toggle Enabled on/off to activate or disable the event without deleting it.
Trigger Types
| Trigger | When it fires |
|---|---|
| click | Player clicks or taps the object |
| hover | Player moves the cursor over the object |
| enter | Player character walks into the object’s bounding box |
| exit | Player character walks out of the object’s bounding box |
| keypress | A specific keyboard key is pressed (value = key code) |
Action Types
Actions execute in the order they appear. Each action can have an optional delay (in milliseconds) before it runs.
navigate_scene
Transition to another scene.
- Value: Scene ID (pick from the dropdown)
play_sound
Play an audio asset.
- Value: Asset ID of an audio file from the Assets Manager
show_dialog
Display a text overlay at the bottom of the screen.
- Value: The text to display
set_variable
Set an arbitrary game state variable.
- Value:
variableName=variableValue(e.g.,door_open=true)
Variables can be checked in Goal conditions and referenced in Cinematics.
show_object
Make a hidden scene object visible.
- Value: Object ID
hide_object
Hide a visible scene object.
- Value: Object ID
play_animation
Start playing a sprite animation on an object.
- Value: Object ID
stop_animation
Stop a playing animation and return to the first frame.
- Value: Object ID
play_cinematic
Trigger a Cinematic sequence.
- Value: Cinematic ID
Action Delays
Each action has an optional Delay (ms) field. This delays the start of that specific action, counting from when the trigger fires. Use delays to stagger a sequence — for example:
show_dialog“The door creaks open…” — delay 0show_objectdoor-open-sprite — delay 1500play_sounddoor-creak — delay 1500navigate_sceneinside-house — delay 3000
Tips
- A single object can have multiple events (e.g., a
hoverevent to change the cursor and aclickevent to trigger dialogue). - Use
set_variable+ Goal conditions to track player progress without writing any code. - Disable an event (toggle off) to temporarily deactivate it without losing its configuration — useful for events that should only fire after a goal is completed.