About Juicy Actions for Projectile Factory
- Tools, Systems & Learning > Development Tools & Automation
Juicy Actions is an Action System that drives game logic and effects without code. Build sequences of reusable, ScriptableObject-based actions — transforms, audio, UI, logic, physics, camera, events, particles, and more — and trigger them from anywhere. Beginners get results fast. Experts get full control.
This is an INTEGRATION PACKAGE between Juicy Actions and Projectile Factory. Install both packages and unlock full two-way control — fire and manage projectiles from your action sequences, and trigger action sequences from projectile events, all without code.
What you get:
Spawner Actions: Launch projectiles, change active projectile or projectile data, stop spawners, and set or clear projectile targets.
Projectile Actions: Reset, destroy, or return projectiles to pool; add, remove, or toggle behaviors; add or remove observers; set, add to, or remove from collision masks; trigger collision or destroy events manually; and write projectile data to the Blackboard.
Per-Projectile Event Bridges: Fire any ActionExecutor in response to collision enter/stay/exit, trigger enter/stay/exit, projectile launch, projectile stopped, and full projectile lifecycle events on a specific projectile.
Per-Spawner Event Bridges: React to spawner launch, spawner stopped, projectile selected, spawn point selected, and trajectory events on a specific spawner.
Global Observer: A single component that watches every projectile in the scene and fires ActionExecutors for any launch, collision, trigger, or stop event globally.
This is an INTEGRATION PACKAGE between Juicy Actions and Projectile Factory. Install both packages and unlock full two-way control — fire and manage projectiles from your action sequences, and trigger action sequences from projectile events, all without code.
What you get:
Spawner Actions: Launch projectiles, change active projectile or projectile data, stop spawners, and set or clear projectile targets.
Projectile Actions: Reset, destroy, or return projectiles to pool; add, remove, or toggle behaviors; add or remove observers; set, add to, or remove from collision masks; trigger collision or destroy events manually; and write projectile data to the Blackboard.
Per-Projectile Event Bridges: Fire any ActionExecutor in response to collision enter/stay/exit, trigger enter/stay/exit, projectile launch, projectile stopped, and full projectile lifecycle events on a specific projectile.
Per-Spawner Event Bridges: React to spawner launch, spawner stopped, projectile selected, spawn point selected, and trajectory events on a specific spawner.
Global Observer: A single component that watches every projectile in the scene and fires ActionExecutors for any launch, collision, trigger, or stop event globally.