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Devices
Triggers, traps, switches, timers, volumes and zones.
634 pages
38 subcategories
Pick a subcategory in Devices, or browse all 634 pages.
Devices
171- Accolade Award Device Configuration
- Accolade Awarding Logic
- Accolades Device Preset Configuration
Triggers & Logic
118- Async Bomb Countdown
- Attribute Evaluator Access Control
- Auto Respawn Target Loop
UI & HUD
40- Beacon State Manager Script
- Client Revenge Tracker HUD Device
- Countdown Timer UI Canvas Setup
Audio
39- Ambient Sound Loop Controller
- Audio Cue On Zone Entry
- Audio Mix Switching Trigger
Items & Inventory
29- Auto-Healing Trigger Zone
- Automated Builder Hotbar Item Giver
- Basic Random Item Granter
Events
27- Boss Defeat Event Publisher
- Button Interaction Event Listener
- Button Interaction Event Subscription
Scoring & Objectives
25- Automated Turret Score Manager
- Basic Fishing Score Tracker
- Collectible Pickup Score Logger
Spawning
19- Arena Setup And Team Initialization
- Bouncer Deploy Gadget Class
- Conditional NPC Crowd Spawner
Classes & Interfaces
18- Arena Boundary Device Class
- Base Hero Device Class
- Base Zone Class Definition
Game Modes
17- Advanced Storm Phase Manager
- Box Fight Barrier Manager
- Deathrun Level Manager
Props & Meshes
14- Chasing Weapon Prop Mover
- Dispose Random Props on Trigger Event
- Distance Based Object Culling
Variables & Mutability
12- Editable Disappear Delay Config
- Editable Float Field Definition
- Editable Platform Timing Variable
Player Management
11- Attaching Damage Zone to Player
- Attaching Mutator Zone To A Player
- Button Triggered Roll Call
Modules & Structure
10- Big Number Scientific Notation Module
- Big Numbers Module and Demo Device
- Core Module Imports
Round Flow
8- Game Initialization Logic
- Manages Course Game State And Timers
- Match Ending Logic
Animation
6- Animated Mesh Controller Class
- Animation Controller Device
- Boss NPC Animation Syncer
Concurrency
6- Async Event Driven State Machine
- Awaitable Utilities
- Concurrent Sliding Door
Functions
6- Check Win Score Function
- Item Grant Method Definition
- Random Element Selection Function
Getting Started
6- Basic Device Patching And Event Binding
- Day And Night Cycle Checker
- Fishing Island Device Setup
Teams & Classes
6- Agent Team Manager
- Change To Team Device
- Hero Class Device Initialization
NPCs & AI
5- Custom Fiend Device
- Guard Leash Management Class
- NPC Emote Sync Controller
Tutorials
5- Checkpoint Placement Guide
- Demonstrates Device Binding And State Management
- Rocket Racing Manager Setup Guide
VFX & Particles
5- Altar Proximity Glow Controller
- Pulsing Light Intensity Controller
- Random VFX Color Changer Device
Arrays & Maps
4- Check If Map Value Exists
- Demonstrating Array Operations
- Generic List
Cameras
4- Camera Angle Controller
- Third Person Control Manager
- Third Person Controls Device Example
Debugging
4- Debug Drawing Distance Config
- Debug Log Window
- Performance Task Timer Device
Control Flow
3- Basic Count Up Timer
- Dynamic Treasure Hunt Clue System
- Failable If-Else Logic Pattern
Cinematics
2- Cinematic Director Control Device
- Cinematic Sword Camera Frame
Other
2- Race Start Position Layout Guide
- Real-Time API Beta
Persistence
2- Checkpoint Save Manager
- Race Checkpoint Save System
Scene Graph
2- Tagged Entity Scanner
- Transform Position Handler
Structs & Enums
2- Device Grouping Struct With Event Handler
- Struct-Based Class Selector
Building
1- Procedural Castle Builder
Physics
1- Physics Tree Fall Trap Script
Publishing & Islands
1- Cross Island Portal Setup
Syntax & Types
1- Subtyping Covariance And Contravariance
Vehicles
1- Zipline Creation Function
Weapons
1- Double Pump Verse Device