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Variable: EntityEvent ​

ts
const EntityEvent: object;

Built-in event names the framework fires. Hierarchy events carry the relevant Entity as payload, pointer events carry a PointerEntityEvent, Destroyed carries undefined and fires before components are removed.

Type Declaration ​

NameTypeDefault valueDescription
ButtonClick"button:click"'button:click'From ButtonSystem; respects the interactable flag where pointer-tap doesn't.
ChildAdded"child-added"'child-added'-
ChildRemoved"child-removed"'child-removed'-
CollisionEnter2D"physics2d:collision-enter"'physics2d:collision-enter'From Physics2DSystem, after each physics step, on the colliders' entities and on their Rigidbody2Ds' entities. Collision events carry a Collision2D for the receiving side, trigger events the other Collider2D. Stay fires every step the pair keeps touching. JointBreak (a JointBreak2D) on the joint's entity.
CollisionExit2D"physics2d:collision-exit"'physics2d:collision-exit'-
CollisionStay2D"physics2d:collision-stay"'physics2d:collision-stay'-
Destroyed"destroyed"'destroyed'-
InputChanged"input:changed"'input:changed'-
InputEndEdit"input:end-edit"'input:end-edit'-
InputFocus"input:focus"'input:focus'From InputFieldSystem, on the field's entity. Payload: the text. Changed fires per edit, Submit on Enter in a single-line field, EndEdit whenever editing stops (Submit included).
InputSubmit"input:submit"'input:submit'-
JointBreak2D"physics2d:joint-break"'physics2d:joint-break'-
PageChanged"page:changed"'page:changed'-
ParticleCollision"particles:collision"'particles:collision'-
ParticleSystemStopped"particles:stopped"'particles:stopped'From ParticleSystem2DSimulationSystem, on the particle system's entity. Stopped fires once the system has stopped emitting and its last particle is gone (payload: the component); Collision per particle hit when sendCollisionEvents is on (payload: { x, y } in world space).
PointerDown"pointer-down"'pointer-down'-
PointerEnter"pointer-enter"'pointer-enter'-
PointerLeave"pointer-leave"'pointer-leave'-
PointerMove"pointer-move"'pointer-move'-
PointerTap"pointer-tap"'pointer-tap'-
PointerUp"pointer-up"'pointer-up'-
Reparented"reparented"'reparented'-
ScrollBegan"scroll:began"'scroll:began'From ScrollViewSystem, emitted on the viewport. Payload: { offsetX, offsetY }.
ScrollEnded"scroll:ended"'scroll:ended'-
Scrolling"scroll:scrolling"'scroll:scrolling'-
SliderChanged"slider:changed"'slider:changed'-
ToggleChanged"toggle:changed"'toggle:changed'UI controls, while the game runs, on the control's entity. ToggleChanged: isOn; ToggleGroupChanged (on the group): the toggle Entity now on, or null; SliderChanged: value; PageChanged: page index.
ToggleGroupChanged"toggle-group:changed"'toggle-group:changed'-
TransitionHidden"transition:hidden"'transition:hidden'-
TransitionShown"transition:shown"'transition:shown'From UITransitionSystem, on the entity, when a show / hide finishes (payload: the component).
TriggerEnter2D"physics2d:trigger-enter"'physics2d:trigger-enter'-
TriggerExit2D"physics2d:trigger-exit"'physics2d:trigger-exit'-
TriggerStay2D"physics2d:trigger-stay"'physics2d:trigger-stay'-
VideoEnded"video:ended"'video:ended'-
VideoReady"video:ready"'video:ready'From VideoRenderSystem, emitted on the entity holding the VideoComponent. VideoEnded fires once per playthrough that reaches the end; a looping clip never ends, so it never fires.

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