This is an overview of the different features of the Behavior Editor.
The top toolbar allows you to switch between different categories of behaviors that you can use to make your objects interactive.
The Interaction category has various behaviours which enable users to physically interact with objects in your scene.
Behaviors in the Object category are typically used to reference, control, or modify specific objects. These behaviours often handle a lot of complicated tasks for you. An example would be collision detection.
Behaviors that affect the visible screen.
The Transform category contains behaviors to physically modify an object. This includes graphic, color, position, size and more.
Behaviors to update user interface elements. For example change label text, or add to life indicators.
Run the current scene you’re working on.
These allow you to play animations, play sounds, or add special effects like particles.
Behaviors in the Scene category are used to control or change the overall scene. These could be used for show/hiding layers, switching scenes, and more.
Physics behaviors allow you to change the laws of physics or change physical properties of objects. For example, you can apply a force to throw an objects in the air.
Behaviors that allow you to create custom logic. This includes things like arithmetic, booleans, and functions.
These behaviors do not belong to any particular category. Includes timers, storage, and behavior control.
Each item in the list is a behavior. You can drag a behavior off the list, or tap on it twice to automatically add it to the middle of your screen. If you tap once on a behavior the reference documentation for that behavior will appear.
Selecting the advanced tab will show you more behaviors that are intended for advanced users.
Actions and Events
Behaviors are either actions or events. Actions only happen when they are told to do so by events, and if no event controls an action (The action not connected to anything), the action will execute right when the scene runs.
If there are multiple actions on the canvas which are not connected to anything, then they will execute in a random order. To force the behaviours to execute in order, you can use a "Behaviour Bundle" from the "Custom" category.
Events will trigger a connected action once the specific conditions are met. You can tell a behaviour is an event if it has a circle on the bottom. You can drag this plug to the top of an action to connect them. You can delete a connection by simply tapping the connection line.
Actions with Events
Actions with events are actions that also trigger events. For example, the “Move By” behavior will move an object, then trigger an event when it has finished moving.
In this example, when the move is completed, the sound will play.