Using the editor - Zelgunn/Unity3DTools GitHub Wiki

Using the editor

Table of Contents

  1. Opening the editor
  2. Triggers
  3. Routines
  4. Node editor
  5. Node browser

Opening the editor

Now that you are familiar with the core concepts of the Editor, let's open it:
Click the new button under "Window" on the toolbar, called "Triggers editor". Open-editor-menu

The editor is divided in four areas: Parts of the Editor

1. Triggers

The left panel contains the list of all your triggers in the open scene. Two buttons are available per Trigger:

  • Select icon Select : Selects a trigger, showing it in the panel Routines
  • Delete icon Delete : Removes the trigger from the scene You can also create new triggers by filling the text field and pressing "Create trigger". Note that the name of a trigger is unique, and cannot be blank.
    Triggers-list

2. Routines

The top panel contains the list of all the routines in the selected trigger.
The name of the selected trigger also appears at the top of this panel, and can be changed. The check box "Enabled at start" allows you to disable or enable a trigger at start. A disabled trigger does not check events, but can be run from another trigger. A trigger can also be enabled or disabled at run time.
Trigger name

Routines are sorted depending on their type (Event/Condition/Action). Then they are sorted in the "processing order", (first routines are processed first), this is mostly relevant for actions.
Five buttons are available per routine:

  • Select icon Select : Selects a routine, showing it in the Node editor
  • Duplicate icon Duplicate : The routine is fully duplicated and appended at the end of the list
  • Move down icon Move down : Move the routine down in the "processing order"
  • Move up icon Move up : Move the routine up in the "processing order"
  • Delete icon Delete : Removes the routine from the trigger

Routines

Note : The selected routine is highlighted in green.

You can also rename the routine currently selected with the following text field (at the bottom of this panel): Routine name

Note : Routines are created from the fourth panel : "Node browser"

3. Node editor

When a routine is selected, you can parameter it with the Node editor, displayed at the bottom of the editor.
To add new nodes, you must use the Node browser (fourth panel).

You can connect node between by clicking one of the connectors and then dragging your mouse to the other connector. You can only connect an input connector (on the left of the node) to an output connector (on the right of the node) and only to a different node.

When an input is not connected, you can set its value manually. Some of the inputs use objects from the scene, you can drag item directly from the scene or from the hierarchy, or you can click on the little circle to browse the available objects.

Node editor One (and only one) of the node won't have any output and have a green outline, this is the final node.
You can delete a node by right-clicking on it and choosing "Delete node > Validate": Node right click
You can't delete a final node. If a node is eligible for becoming a final node, a second option (as shown in the previous image) will appear to do so.

4. Node browser

The node browser allows you to add nodes to a routine and to create a new routine based on a given node. Nodes are sorted in categories. Just like routines, nodes also have a type (Event/Condition/Action/Other), you can choose to filter which type you want to displayed with the drop-down menu at the top:
Filter

As you can see, node have up to two buttons:

  • Add Add : Creates a new routine, containing this node (this node is set as the Final node)
  • Insert Insert : Insert the node to the selected routine

Note : The Add "Add" button is not available if the type of the node is "Other" (it can't be a final node).
Note : The Insert "Insert" button is not available if no routine is selected.

Node browser