Rigonix Game UI Builder

Component events: when an entry is picked, a skill unlocked…

Each game component's own events in the Actions tab, and "Only when" to run them for one entry, prize or skill.

Besides the usual triggers like On Click, many components have their own events in the Actions tab: a menu entry picked, a wheel that stops on a prize, a skill unlocked, a boss defeated. Some of them also have Only when, so one interaction runs only for one entry, prize or skill.

Use one

  1. Select the component, for example a Game Menu.
  2. Open the Actions tab and click Add Interaction.
  3. Pick its event in the trigger list, for example When an Entry Is Picked.
  4. In Only when, choose the entry, for example Settings. Leave it on Any to run for every entry.
  5. Add the action, for example Navigate to your Settings screen.

Add one interaction per entry: Only when: Continue goes to the game, Only when: Quit opens a "Are you sure?" popup, and so on.

Tip: Only when lists the component's own options. If an option comes from your data while the game runs, choose Other (type it) and type its name.

The events

Component · Events

Game Menu · When an Entry Is Picked… Lucky Spin Wheel · When the Spin Starts, When It Stops On… (a prize) Radial Menu, Radio group / Checkbox list, Tabs · When a Slice / Option / Tab Is Picked… Dialogue Box · When a Choice Is Picked… Leaderboard · When a Row Is Picked… Chat Box · When a Channel Tab Is Opened… Inventory Grid · When an Item Is Selected…, When an Item Is Moved (dragged)… Skill Tree · When a Skill Is Unlocked… Reward Track · When a Reward Is Claimed… Objective Tracker · When an Objective Is Completed…, When All Objectives Are Done Boss Health Bar · When the Phase Changes… (2, 3…), When the Boss Is Defeated Loading Screen · When Loading Finishes (100%) Key Bindings · When a Key Is Rebound… (an action) Stat Allocation · When All Points Are Spent Kill Feed · When a Kill Comes In Damage Numbers · When a Critical Hit Shows Ability Button · When a Charge Is Back Countdown Timer · When the Timer Ends

Events marked "…" can use Only when.

Not only clicks

Events also run when a value changes in another way: from a variable, an action or your game's code. If a variable fills an objective's counter, When an Objective Is Completed runs; if your game lowers the boss's health to 0, When the Boss Is Defeated runs.

In Unity and Godot

The same events and Only when work in your game after you export or use Live Sync. Your own code can listen too: in Unity each component has an EventFired event (trigger and option), and in Godot a rigonix_event signal.