# Built-in Actions Reference

***

## Flow Control

### WaitAction

Pauses execution for a fixed duration, a number of frames, or until a condition is met.

| Field          | Description                                                                                     |
| -------------- | ----------------------------------------------------------------------------------------------- |
| Wait Type      | How to wait: for a fixed **Duration**, a number of **Frames**, or until a **Condition** is met. |
| Wait Duration  | Time to wait in seconds. *(Duration type)*                                                      |
| Frame Count    | Number of frames to wait. *(Frames type)*                                                       |
| Condition Type | Type of condition to evaluate: **Bool**, **Comparison**, or **Predicate**. *(Condition type)*   |
| Condition      | The condition definition (member name, operator, and compare value). *(Condition type)*         |
| Timeout        | Maximum seconds to wait for the condition. `0` = wait indefinitely. *(Condition type)*          |

**Condition types:** Bool (field/property), Comparison (numeric), Predicate (method returning bool).

***

### BranchAction

Evaluates a condition and executes one of two action sequences based on the result.

| Field          | Description                                                                |
| -------------- | -------------------------------------------------------------------------- |
| Condition Type | Type of condition to evaluate: **Bool**, **Comparison**, or **Predicate**. |
| Condition      | The condition definition (member name, operator, and compare value).       |
| True Branch    | Actions executed when the condition evaluates to `true`.                   |
| False Branch   | Actions executed when the condition evaluates to `false`.                  |

***

### PlayFlowPlayer

Controls another FlowPlayer instance.

| Field               | Description                                                                          |
| ------------------- | ------------------------------------------------------------------------------------ |
| Flow Player         | The FlowPlayer to send the command to. Cannot target the owning FlowPlayer.          |
| Command             | Command to send: **Play**, **Pause**, **Resume**, **Stop**, or **Restart**.          |
| Wait For Completion | Block the flow until the target FlowPlayer finishes executing. *(Play command only)* |

***

### InvokeEvent

Invokes a UnityEvent when the action runs.

| Field     | Description               |
| --------- | ------------------------- |
| On Invoke | The UnityEvent to invoke. |

***

## Audio

### PlayAudio

Plays an AudioClip through an AudioSource. Supports single clip, random selection from an array, or sequential playback.

| Field               | Description                                                                                                           |
| ------------------- | --------------------------------------------------------------------------------------------------------------------- |
| Audio Source        | AudioSource to play through.                                                                                          |
| Selection Mode      | How to select the clip: **Single** plays a fixed clip, **Random** picks from an array, **Sequential** plays in order. |
| Audio Clip          | The clip to play. *(Single mode)*                                                                                     |
| Random Clips        | Array of clips to choose from randomly. *(Random mode)*                                                               |
| Avoid Repeat        | Prevents the same clip from being picked twice in a row. *(Random mode)*                                              |
| Sequential Clips    | Clips played in order, looping back to the first after the last. *(Sequential mode)*                                  |
| Play One Shot       | Uses `PlayOneShot` — allows overlapping playback without stopping the current clip.                                   |
| Wait For Completion | Block the flow until the clip finishes playing. Ignored for looping clips.                                            |
| Override Volume     | Override the AudioSource volume before playback.                                                                      |
| Volume              | Volume to apply (`0` = silent, `1` = full). *(shown when Override Volume is enabled)*                                 |
| Override Pitch      | Override the AudioSource pitch before playback.                                                                       |
| Pitch               | Pitch multiplier. Negative values play in reverse. *(shown when Override Pitch is enabled)*                           |
| Loop                | Loop the selected clip continuously.                                                                                  |

***

### StopAudio

Stops or pauses an AudioSource.

| Field         | Description                                                                   |
| ------------- | ----------------------------------------------------------------------------- |
| Audio Source  | AudioSource to stop or pause.                                                 |
| Pause Instead | Pause instead of stop, preserving the playback position for later resumption. |

***

### FadeAudio

Fades an AudioSource's volume in, out, or to a specific value over time.

| Field            | Description                                                                       |
| ---------------- | --------------------------------------------------------------------------------- |
| Audio Source     | AudioSource whose volume will be faded.                                           |
| Fade Direction   | Direction to fade: **In** (to 1), **Out** (to 0), or **ToValue** (custom target). |
| Target Volume    | Target volume for **ToValue** direction (`0`–`1`). *(ToValue only)*               |
| Fade Duration    | Duration of the fade in seconds.                                                  |
| Ease Type        | Easing curve applied to the fade.                                                 |
| Stop On Fade Out | Stop the AudioSource after the fade-out completes.                                |
| Play On Fade In  | Auto-play the AudioSource at volume `0` before fading in, if not already playing. |

***

### MuteAudio

Mutes or unmutes an AudioSource.

| Field        | Description                                                     |
| ------------ | --------------------------------------------------------------- |
| Audio Source | AudioSource to mute or unmute.                                  |
| Mute         | Mute state to set. Ignored when **Toggle** is enabled.          |
| Toggle       | Invert the current mute state instead of setting a fixed value. |

***

## Animation

### PlayAnimation

Plays an animation on an Animator (Mecanim) or legacy Animation component.

| Field                   | Description                                                                                     |
| ----------------------- | ----------------------------------------------------------------------------------------------- |
| Use Animator            | Use the Animator (Mecanim) component. Disable to use the legacy Animation component instead.    |
| Animator                | Animator component to control. Auto-found on the FlowPlayer's GameObject if left empty.         |
| Animation               | Legacy Animation component to control. Auto-found on the FlowPlayer's GameObject if left empty. |
| Animation Name          | Name of the animation state/clip to play. Leave empty to play the default state or first clip.  |
| Always Disable Animator | Disable the Animator after the animation completes to prevent it resuming its default state.    |

***

### SetAnimatorParameter

Sets an Animator parameter by name (Bool, Int, Float, or Trigger).

| Field               | Description                                                                                   |
| ------------------- | --------------------------------------------------------------------------------------------- |
| Animator            | Animator to set the parameter on. Auto-found on FlowPlayer's GameObject if empty.             |
| Parameter Name      | Exact name of the Animator parameter to set.                                                  |
| Parameter Type      | Type of the parameter: **Bool**, **Int**, **Float**, or **Trigger**.                          |
| Bool Value          | Value to assign. *(Bool type)*                                                                |
| Int Value           | Value to assign. *(Int type)*                                                                 |
| Float Value         | Value to assign. *(Float type)*                                                               |
| Smooth Transition   | Gradually interpolate the Float parameter to the target value over a duration. *(Float type)* |
| Transition Duration | Duration of the smooth Float transition in seconds. *(Float type, Smooth Transition enabled)* |

***

## Transform

### TweenTransform

Smoothly animates a Transform's position, rotation, and/or scale to target values.

| Field                 | Description                                                                                                         |
| --------------------- | ------------------------------------------------------------------------------------------------------------------- |
| Transform             | Transform to animate.                                                                                               |
| Tween Duration        | Duration of the tween in seconds.                                                                                   |
| Ease Type             | Easing curve applied to all animated properties.                                                                    |
| Use Unscaled Time     | Use unscaled time so the tween continues during slow motion or pause.                                               |
| Tween Position        | Animate the Transform's position.                                                                                   |
| Position Space        | Apply the position in **World** or **Self** (local) space. *(Tween Position enabled)*                               |
| Transform Position    | Destination position. *(Tween Position enabled)*                                                                    |
| Use Relative Position | Add the position to the current value instead of setting an absolute destination.                                   |
| Tween Rotation        | Animate the Transform's rotation.                                                                                   |
| Rotation Mode         | **Quaternion**: shortest path. **Euler**: interpolates angles directly (supports 360°+). *(Tween Rotation enabled)* |
| Rotation Space        | Apply the rotation in **World** or **Self** (local) space. *(Tween Rotation enabled)*                               |
| Transform Rotation    | Destination rotation in Euler angles. *(Tween Rotation enabled)*                                                    |
| Use Relative Rotation | Add the rotation to the current value instead of setting an absolute destination.                                   |
| Tween Scale           | Animate the Transform's local scale.                                                                                |
| Transform Scale       | Destination local scale. *(Tween Scale enabled)*                                                                    |
| Use Relative Scale    | Add the scale to the current value instead of setting an absolute destination.                                      |

***

### SetTransform

Instantly sets a Transform's position, rotation, and/or scale. Values can be set from a fixed value or copied from another Transform.

| Field                 | Description                                                                             |
| --------------------- | --------------------------------------------------------------------------------------- |
| Transform             | Transform to modify.                                                                    |
| Set Position          | Instantly set the position.                                                             |
| Position Source       | **Value**: use the field below. **CopyFromTransform**: copy from a reference Transform. |
| Position Space        | Apply the position in **World** or **Local** space.                                     |
| Position Value        | Position to assign. *(Value source)*                                                    |
| Position Reference    | Transform to copy position from. *(CopyFromTransform source)*                           |
| Set Rotation          | Instantly set the rotation.                                                             |
| Rotation Source       | **Value**: use the field below. **CopyFromTransform**: copy from a reference Transform. |
| Rotation Space        | Apply the rotation in **World** or **Local** space.                                     |
| Rotation Value        | Rotation to assign in Euler angles. *(Value source)*                                    |
| Rotation Reference    | Transform to copy rotation from. *(CopyFromTransform source)*                           |
| Set Scale             | Instantly set the local scale.                                                          |
| Scale Source          | **Value**: use the field below. **CopyFromTransform**: copy from a reference Transform. |
| Scale Value           | Local scale to assign. *(Value source)*                                                 |
| Scale Reference       | Transform to copy local scale from. *(CopyFromTransform source)*                        |
| Additional Transforms | Extra Transforms to apply the same changes to.                                          |

***

### SetParent

Changes the parent of a Transform.

| Field                  | Description                                                                                       |
| ---------------------- | ------------------------------------------------------------------------------------------------- |
| Transform              | Transform to re-parent.                                                                           |
| New Parent             | New parent Transform. Leave empty to un-parent (move to root).                                    |
| World Position Stays   | Preserve the object's world-space position and rotation after re-parenting.                       |
| Additional Transforms  | Extra GameObjects to re-parent in the same action step.                                           |
| Use Individual Parents | When enabled, each additional target uses its own parent from the list below.                     |
| Individual Parents     | Individual parent Transforms for each additional target. Must match Additional Transforms length. |

***

### LookAt

Rotates a Transform to face a target Transform or world position.

| Field             | Description                                                                                                 |
| ----------------- | ----------------------------------------------------------------------------------------------------------- |
| Object To Rotate  | Transform to rotate toward the target.                                                                      |
| Target Type       | Whether to look at a **Transform** or a fixed **world position**.                                           |
| Look At Target    | Transform to look at. *(Transform target type)*                                                             |
| Look At Position  | World-space position to look at. *(Position target type)*                                                   |
| Mode              | **Instant**: apply in one frame. **Smooth**: interpolate over a duration. **Continuous**: track each frame. |
| Rotation Duration | Duration of the smooth rotation in seconds. *(Smooth mode)*                                                 |
| Ease Type         | Easing curve applied to the smooth rotation.                                                                |
| Smooth Speed      | Speed at which the object tracks the target each frame. *(Continuous mode)*                                 |
| Up Direction      | Up direction used by LookRotation (default: `Vector3.up`).                                                  |
| Lock X Axis       | Prevent rotation on the X axis.                                                                             |
| Lock Y Axis       | Prevent rotation on the Y axis.                                                                             |
| Lock Z Axis       | Prevent rotation on the Z axis.                                                                             |

***

### FollowPath

Moves a Transform along an ordered list of waypoints, with optional path looping and look-ahead rotation.

| Field             | Description                                                                                             |
| ----------------- | ------------------------------------------------------------------------------------------------------- |
| Object To Move    | Transform to move along the path.                                                                       |
| Waypoints         | Ordered list of waypoints that define the path.                                                         |
| Path Mode         | **Linear**: straight lines between waypoints. **CatmullRom**: smooth spline curve.                      |
| Total Duration    | Total time in seconds to traverse the full path once.                                                   |
| Ease Type         | Easing curve applied to movement speed along the path.                                                  |
| Use Unscaled Time | Use unscaled time so the path continues during slow motion or pause.                                    |
| Look At Direction | Rotate the object to face its direction of movement along the path.                                     |
| Look Ahead Amount | How far ahead along the path to sample for direction (larger = smoother rotation).                      |
| Loop Mode         | **Once**: play once then stop. **Loop**: repeat indefinitely. **PingPong**: alternate forward and back. |
| Loop Count        | Number of times to loop (`0` = infinite). *(Loop or PingPong mode)*                                     |
| Close Loop        | Connect the last waypoint back to the first to form a closed loop.                                      |
| Draw Path         | Draw the path as gizmos in the Scene view.                                                              |
| Path Color        | Color used to draw the path gizmo.                                                                      |
| Path Resolution   | Number of line segments per waypoint segment. Higher = smoother curve visualization.                    |

***

## Juice

### PunchPosition

Punches a Transform's position with a decaying oscillation, returning to the original position.

| Field             | Description                                                                      |
| ----------------- | -------------------------------------------------------------------------------- |
| Transform         | Transform whose local position will be punched.                                  |
| Punch Amount      | Amount to punch per axis. The oscillation decays back to the original position.  |
| Punch Duration    | Total duration of the punch effect in seconds.                                   |
| Vibrato           | Number of oscillations during the punch.                                         |
| Elasticity        | How much the punch overshoots. `0` = no overshoot, `1` = full elastic overshoot. |
| Ease Type         | Decay curve controlling how quickly the oscillation fades out.                   |
| Use Unscaled Time | Use unscaled time so the punch plays correctly during slow motion or pause.      |

***

### PunchRotation

Punches a Transform's rotation with a decaying oscillation. Great for impact effects and head-shake reactions.

| Field             | Description                                                                              |
| ----------------- | ---------------------------------------------------------------------------------------- |
| Transform         | Transform whose local rotation will be punched.                                          |
| Punch Angle       | Rotation offset in degrees per axis. Decays back to the original rotation.               |
| Punch Duration    | Total duration of the punch effect in seconds.                                           |
| Vibrato           | Number of oscillations during the punch.                                                 |
| Elasticity        | How much the punch overshoots. `0` = no overshoot, `1` = full elastic overshoot.         |
| Ease Type         | Decay curve controlling how quickly the oscillation fades out.                           |
| Rotation Mode     | **Quaternion**: shortest path. **Euler**: interpolates angles directly (supports 360°+). |
| Use Unscaled Time | Use unscaled time so the punch plays correctly during slow motion or pause.              |

***

### PunchScale

Punches a Transform's scale with a decaying oscillation. Perfect for squash-and-stretch and collectible pickup effects.

| Field             | Description                                                                      |
| ----------------- | -------------------------------------------------------------------------------- |
| Transform         | Transform whose local scale will be punched.                                     |
| Punch Scale       | Scale offset to add per axis. Decays back to the original scale.                 |
| Punch Duration    | Total duration of the punch effect in seconds.                                   |
| Vibrato           | Number of oscillations during the punch.                                         |
| Elasticity        | How much the punch overshoots. `0` = no overshoot, `1` = full elastic overshoot. |
| Ease Type         | Decay curve controlling how quickly the oscillation fades out.                   |
| Use Unscaled Time | Use unscaled time so the punch plays correctly during slow motion or pause.      |

***

### ScreenShake

Shakes any Transform (camera, UI element, etc.) using Perlin noise for smooth, organic motion with exponential damping. Supports continuous mode for sustained effects like earthquakes.

| Field              | Description                                                                                          |
| ------------------ | ---------------------------------------------------------------------------------------------------- |
| Transform          | Transform to shake (camera, UI element, or any object).                                              |
| Shake Duration     | Duration of the shake effect in seconds.                                                             |
| Intensity          | Shake strength — higher values produce larger displacements.                                         |
| Frequency          | Oscillations per second. Higher values produce more frantic shaking.                                 |
| Damping            | How fast the intensity decays. `0` = no decay, higher = faster decay.                                |
| Use Unscaled Time  | Use unscaled time so the shake continues during slow motion or pause.                                |
| Position Axes      | Per-axis multiplier for position shake. Set an axis to `0` to disable it.                            |
| Shake Rotation     | Also apply rotation shake in addition to position shake.                                             |
| Rotation Intensity | Rotation shake strength in degrees. *(Shake Rotation enabled)*                                       |
| Rotation Axes      | Per-axis multiplier for rotation shake. Set an axis to `0` to disable it. *(Shake Rotation enabled)* |

***

## Renderer

### FadeRenderer

Fades a Renderer's material alpha value in, out, or to a target value.

| Field               | Description                                                                          |
| ------------------- | ------------------------------------------------------------------------------------ |
| Renderer            | Renderer whose material alpha will be faded.                                         |
| Material Index      | Index of the material to fade when the Renderer has multiple materials.              |
| Color Property Name | Shader property that holds the color (default: `_Color`). Change for custom shaders. |
| Fade Direction      | Direction to fade: **In** (alpha to 1), **Out** (alpha to 0), or **ToValue**.        |
| Target Alpha        | Target alpha for **ToValue** direction (`0`–`1`). *(ToValue only)*                   |
| Fade Duration       | Duration of the fade in seconds.                                                     |
| Ease Type           | Easing curve applied to the fade.                                                    |
| Use Unscaled Time   | Use unscaled time so the fade continues during pause.                                |
| Disable On Fade Out | Disable the Renderer component after a Fade Out completes.                           |

***

### SetMaterial

Modifies a Renderer's material — replaces it entirely or writes shader properties on the existing material.

| Field               | Description                                                                                                   |
| ------------------- | ------------------------------------------------------------------------------------------------------------- |
| Renderer            | Renderer whose material will be modified.                                                                     |
| Material Index      | Index of the material slot to modify when the Renderer has multiple materials.                                |
| Mode                | **Replace**: swap the whole material. **SetColor / SetFloat / SetTexture**: write shader properties.          |
| New Material        | Replacement material to assign. *(Replace mode)*                                                              |
| Use Shared Material | Use the shared material instead of creating an instance. Affects all objects sharing it. *(Replace mode)*     |
| Property Name       | Shader property name to set (e.g. `_Color`, `_MainTex`, `_Glossiness`). *(SetColor/SetFloat/SetTexture mode)* |
| Color Value         | Color value to assign to the shader property. *(SetColor mode)*                                               |
| Float Value         | Float value to assign to the shader property. *(SetFloat mode)*                                               |
| Texture Value       | Texture to assign to the shader property. *(SetTexture mode)*                                                 |

***

## UI

### TweenCanvasGroup

Animates a CanvasGroup's alpha and optionally sets interactable / blocksRaycasts flags on completion. Uses unscaled time by default — pause-safe for UI.

| Field               | Description                                                                     |
| ------------------- | ------------------------------------------------------------------------------- |
| Canvas Group        | CanvasGroup to animate.                                                         |
| Tween Alpha         | Animate the CanvasGroup's alpha.                                                |
| Target Alpha        | Target alpha value (`0` = transparent, `1` = opaque).                           |
| Tween Duration      | Duration of the alpha tween in seconds.                                         |
| Ease Type           | Easing curve applied to the alpha animation.                                    |
| Use Unscaled Time   | Use unscaled time so the tween continues during pause.                          |
| Set Interactable    | Set the `interactable` flag on the CanvasGroup when the tween completes.        |
| Interactable        | Interactable state to assign after the tween. *(Set Interactable enabled)*      |
| Set Blocks Raycasts | Set the `blocksRaycasts` flag on the CanvasGroup when the tween completes.      |
| Blocks Raycasts     | BlocksRaycasts state to assign after the tween. *(Set Blocks Raycasts enabled)* |

***

### SetUIText

Sets text on UI text components. Supports UnityText, TextMeshPro, and TextMeshProUGUI with an optional typewriter reveal effect.

| Field                 | Description                                                                                                    |
| --------------------- | -------------------------------------------------------------------------------------------------------------- |
| Text Type             | Component type: **UnityText** (legacy), **TextMeshPro** (world), **TextMeshProUGUI** (UI).                     |
| Unity Text            | Legacy Unity UI Text component to modify. *(UnityText type)*                                                   |
| Text Mesh Pro         | TextMeshPro world-space component to modify. *(TextMeshPro type)*                                              |
| Text Mesh Pro UGUI    | TextMeshProUGUI component to modify. *(TextMeshProUGUI type)*                                                  |
| Text                  | Text content to set or append.                                                                                 |
| Append                | Append the text to the existing content instead of replacing it.                                               |
| Typewriter Effect     | Reveal characters one at a time, blocking the flow until all characters are shown.                             |
| Characters Per Second | Number of characters revealed per second. *(Typewriter Effect enabled)*                                        |
| Typing Sound          | AudioSource to play a sound for each character revealed. Leave empty for silent. *(Typewriter Effect enabled)* |

***

### TweenUIImage

Animates a UI Image's color, alpha, or fill amount over time.

| Field              | Description                                                                           |
| ------------------ | ------------------------------------------------------------------------------------- |
| Image              | UI Image component to animate.                                                        |
| Tween Color        | Animate the full RGBA color. Takes priority over **Tween Alpha** if both are enabled. |
| Target Color       | Target color. *(Tween Color enabled)*                                                 |
| Tween Alpha        | Animate only the alpha channel of the Image color.                                    |
| Target Alpha       | Target alpha value (`0` = transparent, `1` = opaque). *(Tween Alpha enabled)*         |
| Tween Fill Amount  | Animate the fill amount (requires Image Type = Filled).                               |
| Target Fill Amount | Target fill amount (`0` = empty, `1` = full). *(Tween Fill Amount enabled)*           |
| Tween Duration     | Duration of the tween in seconds.                                                     |
| Ease Type          | Easing curve applied to all animated properties.                                      |
| Use Unscaled Time  | Use unscaled time so the tween continues during pause.                                |

***

### SetUIImage

Instantly modifies a UI Image component.

| Field         | Description                                                                           |
| ------------- | ------------------------------------------------------------------------------------- |
| Image         | UI Image component to modify.                                                         |
| Operation     | **SetSprite**, **SetColor**, **SetFillAmount**, **SetNativeSize**, or **SetEnabled**. |
| Sprite        | Sprite to assign to the Image. *(SetSprite operation)*                                |
| Color         | Color to assign to the Image. *(SetColor operation)*                                  |
| Fill Amount   | Fill amount to assign (`0` = empty, `1` = full). *(SetFillAmount operation)*          |
| Image Enabled | Enabled state to assign to the Image component. *(SetEnabled operation)*              |

***

### SetSliderValue

Sets or animates a UI Slider's value.

| Field                | Description                                                                    |
| -------------------- | ------------------------------------------------------------------------------ |
| Slider               | Slider to set the value on.                                                    |
| Value                | Target value to set on the slider.                                             |
| Use Normalized Value | Treat the value as a `0`–`1` normalized range mapped to the slider's min–max.  |
| Animate              | Smoothly animate the slider to the target value over a duration.               |
| Slide Duration       | Duration of the slide animation in seconds. *(Animate enabled)*                |
| Ease Type            | Easing curve applied to the slide animation. *(Animate enabled)*               |
| Use Unscaled Time    | Use unscaled time so the animation continues during pause. *(Animate enabled)* |

***

### SetToggleValue

Sets or toggles a UI Toggle's state.

| Field              | Description                                                                         |
| ------------------ | ----------------------------------------------------------------------------------- |
| Toggle             | Primary Toggle to modify.                                                           |
| Additional Toggles | Extra Toggles to apply the same operation to.                                       |
| Operation          | **SetOn**: `isOn = true`. **SetOff**: `isOn = false`. **Toggle**: invert the state. |
| Invoke Callback    | Invoke the `onValueChanged` event. Disable to change the state silently.            |

***

### SetButtonInteractable

Enables or disables one or more UI Buttons.

| Field              | Description                                            |
| ------------------ | ------------------------------------------------------ |
| Button             | Primary Button to modify.                              |
| Additional Buttons | Extra Buttons to apply the same interactable state to. |
| Interactable       | Interactable state to assign to the button(s).         |

***

## GameObject

### ActivateGameobject

Activates or deactivates one or more GameObjects.

| Field                   | Description                                                                              |
| ----------------------- | ---------------------------------------------------------------------------------------- |
| Game Object             | Main GameObject to activate or deactivate.                                               |
| Set Active              | Active state to set on the main GameObject.                                              |
| Additional Game Objects | Extra GameObjects to activate or deactivate in the same action step.                     |
| Use Individual States   | When enabled, each additional GameObject uses its own state from the list below.         |
| Individual States       | Active states for each additional GameObject. Must match Additional Game Objects length. |

***

### SetGameObjectState

Sets layer, tag, or static flag on one or more GameObjects.

| Field                   | Description                                                                         |
| ----------------------- | ----------------------------------------------------------------------------------- |
| Game Object             | Main GameObject to modify.                                                          |
| Additional Game Objects | Extra GameObjects to apply the same operation to.                                   |
| Operation               | **SetLayer**, **SetTag**, or **SetStatic**.                                         |
| Layer                   | Layer index to assign. *(SetLayer operation)*                                       |
| Include Children        | Apply the layer change recursively to all child GameObjects. *(SetLayer operation)* |
| Tag                     | Tag to assign. Must exist in the Tag Manager. *(SetTag operation)*                  |
| Is Static               | Static flag to assign. *(SetStatic operation)*                                      |

***

## Instantiate

### SpawnObject

Instantiates a prefab at a specified position.

| Field                | Description                                                                                                                     |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
| Prefab               | Prefab to instantiate.                                                                                                          |
| Position Mode        | **AtTransform**: use a Transform. **AtWorldPosition**: use world-space values. **AtFlowPlayer**: use the FlowPlayer's position. |
| Spawn Point          | Transform to use as the spawn position and rotation. *(AtTransform mode)*                                                       |
| World Position       | World-space position to spawn at. *(AtWorldPosition mode)*                                                                      |
| World Rotation       | World-space rotation (Euler angles) to spawn with. *(AtWorldPosition mode)*                                                     |
| Position Offset      | Position offset applied on top of the spawn position.                                                                           |
| Rotation Offset      | Rotation offset (Euler angles) applied on top of the spawn rotation.                                                            |
| Parent               | Optional parent Transform to attach the spawned object to.                                                                      |
| World Position Stays | When parenting, preserve the spawned object's world-space position and rotation.                                                |

***

### DestroyObject

Destroys one or more GameObjects with optional delay.

| Field                   | Description                                                                                   |
| ----------------------- | --------------------------------------------------------------------------------------------- |
| Game Object             | Main GameObject to destroy.                                                                   |
| Destroy Mode            | **Immediate**: destroy now. **Delayed**: destroy after a delay. **EndOfFrame**: end of frame. |
| Delay Before Destroy    | Time in seconds to wait before destroying. *(Delayed mode)*                                   |
| Wait For Destroy        | Block the flow until the GameObject is destroyed before continuing.                           |
| Additional Game Objects | Extra GameObjects to destroy in the same action step.                                         |

***

### PoolObject

Returns objects to a pool or deactivates them. Implement `IPoolable` on pooled objects for custom return-to-pool behavior.

| Field                   | Description                                                                                            |
| ----------------------- | ------------------------------------------------------------------------------------------------------ |
| Game Object             | Main GameObject to return to pool or deactivate.                                                       |
| Operation               | **ReturnToPool**: re-parent under pool parent and deactivate. **Deactivate**: call `SetActive(false)`. |
| Pool Parent             | Transform to re-parent the object under when returning to the pool. *(ReturnToPool operation)*         |
| Reset Transform         | Reset the object's local position and rotation before deactivating. *(ReturnToPool operation)*         |
| Reset Position          | Local position to reset to. *(Reset Transform enabled)*                                                |
| Reset Rotation          | Local rotation (Euler angles) to reset to. *(Reset Transform enabled)*                                 |
| Additional Game Objects | Extra GameObjects to pool or deactivate in the same action step.                                       |

***

## Physics

### ApplyForce

Applies a force or impulse to a Rigidbody.

| Field             | Description                                                                                            |
| ----------------- | ------------------------------------------------------------------------------------------------------ |
| Rigidbody         | Rigidbody to apply force to.                                                                           |
| Force Mode        | **Force** (continuous), **Impulse** (instant), **Acceleration**, or **VelocityChange**.                |
| Force             | Force vector to apply.                                                                                 |
| Multiplier        | Scalar multiplier applied to the force vector.                                                         |
| Use Local Space   | Apply the force in the Rigidbody's local space instead of world space.                                 |
| Apply At Position | Apply the force at a specific position (`AddForceAtPosition`).                                         |
| Position          | Position at which to apply the force. *(Apply At Position enabled)*                                    |
| Position Is Local | Treat the position as local space relative to the Rigidbody's Transform. *(Apply At Position enabled)* |

***

### SetVelocity

Sets or adds to a Rigidbody's linear and/or angular velocity.

| Field                 | Description                                                               |
| --------------------- | ------------------------------------------------------------------------- |
| Rigidbody             | Rigidbody whose velocity will be set.                                     |
| Velocity Type         | Which velocity to set: **Linear**, **Angular**, or **Both**.              |
| Linear Velocity       | Linear velocity to assign (metres per second). *(Linear type)*            |
| Angular Velocity      | Angular velocity to assign (radians per second). *(Angular type)*         |
| Linear Velocity Both  | Linear velocity to assign. *(Both type)*                                  |
| Angular Velocity Both | Angular velocity to assign. *(Both type)*                                 |
| Additive              | Add to the existing velocity instead of replacing it.                     |
| Use Local Space       | Apply the velocity in the Rigidbody's local space instead of world space. |

***

### SetPhysicsState

Modifies multiple Rigidbody physics properties in a single action step.

| Field                   | Description                                                                                        |
| ----------------------- | -------------------------------------------------------------------------------------------------- |
| Rigidbody               | Rigidbody whose properties will be modified.                                                       |
| Set Kinematic           | Set the kinematic state.                                                                           |
| Is Kinematic            | When true, physics forces and collisions are ignored. *(Set Kinematic enabled)*                    |
| Set Gravity             | Set whether the Rigidbody is affected by gravity.                                                  |
| Use Gravity             | Enable or disable gravity. *(Set Gravity enabled)*                                                 |
| Set Constraints         | Set movement and rotation constraints.                                                             |
| Constraints             | Constraints to apply (freeze position/rotation per axis). *(Set Constraints enabled)*              |
| Set Interpolation       | Set the interpolation mode.                                                                        |
| Interpolation           | **None**, **Interpolate** (smooth), or **Extrapolate** (predictive). *(Set Interpolation enabled)* |
| Set Collision Detection | Set the collision detection mode.                                                                  |
| Collision Detection     | **Discrete**, **Continuous**, or **ContinuousDynamic**. *(Set Collision Detection enabled)*        |
| Set Mass                | Set the mass of the Rigidbody.                                                                     |
| Mass                    | Mass value in kilograms. *(Set Mass enabled)*                                                      |
| Set Drag                | Set the linear drag.                                                                               |
| Drag                    | Linear drag coefficient. Higher values slow linear movement faster. *(Set Drag enabled)*           |
| Set Angular Drag        | Set the angular drag.                                                                              |
| Angular Drag            | Angular drag coefficient. Higher values slow rotation faster. *(Set Angular Drag enabled)*         |

***

### SetCollider

Enables, disables, toggles, or sets trigger mode on one or more Colliders.

| Field                | Description                                             |
| -------------------- | ------------------------------------------------------- |
| Collider             | Primary Collider to modify.                             |
| Operation            | **Enable**, **Disable**, **Toggle**, or **SetTrigger**. |
| Is Trigger           | Trigger state to assign. *(SetTrigger operation)*       |
| Additional Colliders | Extra Colliders to apply the same operation to.         |

***

## Physics2D

### ApplyForce2D

Applies a force, impulse, or torque to a Rigidbody2D.

| Field             | Description                                                              |
| ----------------- | ------------------------------------------------------------------------ |
| Rigidbody2D       | Rigidbody2D to apply force to.                                           |
| Force Mode        | **Force** (continuous) or **Impulse** (instant).                         |
| Force             | Force vector to apply (2D).                                              |
| Multiplier        | Scalar multiplier applied to the force vector.                           |
| Use Local Space   | Apply the force in the Rigidbody2D's local space instead of world space. |
| Apply At Position | Apply the force at a specific position (`AddForceAtPosition`).           |
| Position          | Position at which to apply the force. *(Apply At Position enabled)*      |
| Position Is Local | Treat the position as local space. *(Apply At Position enabled)*         |
| Apply Torque      | Also apply a rotational torque in the same action step.                  |
| Torque            | Torque value to apply. *(Apply Torque enabled)*                          |
| Torque Multiplier | Scalar multiplier applied to the torque value. *(Apply Torque enabled)*  |

***

### SetVelocity2D

Sets or adds to a Rigidbody2D's linear and/or angular velocity.

| Field                 | Description                                                       |
| --------------------- | ----------------------------------------------------------------- |
| Rigidbody2D           | Rigidbody2D whose velocity will be set.                           |
| Velocity Type         | Which velocity to set: **Linear**, **Angular**, or **Both**.      |
| Linear Velocity       | Linear velocity to assign (metres per second). *(Linear type)*    |
| Angular Velocity      | Angular velocity to assign (degrees per second). *(Angular type)* |
| Linear Velocity Both  | Linear velocity to assign. *(Both type)*                          |
| Angular Velocity Both | Angular velocity to assign. *(Both type)*                         |
| Additive              | Add to the existing velocity instead of replacing it.             |
| Use Local Space       | Apply the velocity in the Rigidbody2D's local space.              |

***

### SetPhysicsState2D

Modifies multiple Rigidbody2D physics properties in a single action step.

| Field                   | Description                                                                                                      |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------- |
| Rigidbody2D             | Rigidbody2D whose properties will be modified.                                                                   |
| Set Body Type           | Set the body type.                                                                                               |
| Body Type               | **Dynamic** (full physics), **Kinematic** (script-driven), or **Static** (immovable). *(Set Body Type enabled)*  |
| Set Simulated           | Enable or disable physics simulation on the body.                                                                |
| Simulated               | When false, the body is excluded from the physics simulation entirely. *(Set Simulated enabled)*                 |
| Set Gravity Scale       | Set the gravity scale.                                                                                           |
| Gravity Scale           | Gravity scale multiplier. `0` = no gravity, `1` = normal, negative = anti-gravity. *(Set Gravity Scale enabled)* |
| Set Mass                | Set the mass.                                                                                                    |
| Mass                    | Mass value in kilograms. *(Set Mass enabled)*                                                                    |
| Set Drag                | Set the linear drag.                                                                                             |
| Drag                    | Linear drag coefficient. *(Set Drag enabled)*                                                                    |
| Set Angular Drag        | Set the angular drag.                                                                                            |
| Angular Drag            | Angular drag coefficient. *(Set Angular Drag enabled)*                                                           |
| Set Constraints         | Set movement and rotation constraints.                                                                           |
| Constraints             | Constraints to apply (freeze position/rotation per axis). *(Set Constraints enabled)*                            |
| Set Interpolation       | Set the interpolation mode.                                                                                      |
| Interpolation           | **None**, **Interpolate**, or **Extrapolate**. *(Set Interpolation enabled)*                                     |
| Set Collision Detection | Set the collision detection mode.                                                                                |
| Collision Detection     | **Discrete** or **Continuous** (prevents tunnelling). *(Set Collision Detection enabled)*                        |
| Set Sleep Mode          | Set the sleep mode.                                                                                              |
| Sleep Mode              | **StartAwake**, **StartAsleep**, or **NeverSleep**. *(Set Sleep Mode enabled)*                                   |

***

### SetCollider2D

Enables, disables, toggles, sets trigger mode, or sets offset on one or more Collider2D components.

| Field                 | Description                                                            |
| --------------------- | ---------------------------------------------------------------------- |
| Collider2D            | Primary Collider2D to modify.                                          |
| Operation             | **Enable**, **Disable**, **Toggle**, **SetTrigger**, or **SetOffset**. |
| Is Trigger            | Trigger state to assign. *(SetTrigger operation)*                      |
| Offset                | Local offset to assign to the collider. *(SetOffset operation)*        |
| Additional Collider2D | Extra Collider2D components to apply the same operation to.            |

***

## Particles

### PlayParticle

Controls particle system playback.

| Field               | Description                                                                                                                                |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ |
| Particle System     | ParticleSystem to control.                                                                                                                 |
| Command             | **Play**, **Stop**, **Pause**, or **Clear**.                                                                                               |
| With Children       | Apply the command to child particle systems as well.                                                                                       |
| Wait For Completion | Block the flow until all particles have finished. *(Play command only)*                                                                    |
| Stop Behavior       | **StopEmitting**: stop spawning but let existing particles finish. **StopEmittingAndClear**: remove all immediately. *(Stop command only)* |

***

### SetParticleEmission

Modifies a ParticleSystem's emission settings without stopping playback.

| Field                  | Description                                                                  |
| ---------------------- | ---------------------------------------------------------------------------- |
| Particle System        | ParticleSystem whose emission module will be modified.                       |
| Set Emission Enabled   | Toggle the emission module enabled state.                                    |
| Emission Enabled       | Enable or disable the emission module. *(Set Emission Enabled enabled)*      |
| Set Rate Over Time     | Set the emission rate over time (particles per second).                      |
| Rate Over Time         | Number of particles emitted per second. *(Set Rate Over Time enabled)*       |
| Set Rate Over Distance | Set the emission rate over distance (particles per unit moved).              |
| Rate Over Distance     | Particles per unit of distance travelled. *(Set Rate Over Distance enabled)* |
| Trigger Burst          | Emit an immediate burst of particles using `ParticleSystem.Emit`.            |
| Burst Count            | Number of particles to emit in the burst. *(Trigger Burst enabled)*          |

***

## Camera

### TweenCamera

Animates a Camera's field of view, orthographic size, near clip, and/or far clip planes over time.

| Field             | Description                                                           |
| ----------------- | --------------------------------------------------------------------- |
| Camera            | Camera whose properties will be animated.                             |
| Tween Duration    | Duration of the tween in seconds.                                     |
| Ease Type         | Easing curve applied to all animated properties.                      |
| Use Unscaled Time | Use unscaled time so the tween continues during pause.                |
| Tween FOV         | Animate the camera's field of view.                                   |
| Target FOV        | Target field of view in degrees. *(Tween FOV enabled)*                |
| Tween Ortho Size  | Animate the camera's orthographic size.                               |
| Target Ortho Size | Target orthographic size in world units. *(Tween Ortho Size enabled)* |
| Tween Near Clip   | Animate the camera's near clip plane.                                 |
| Target Near Clip  | Target near clip plane distance. *(Tween Near Clip enabled)*          |
| Tween Far Clip    | Animate the camera's far clip plane.                                  |
| Target Far Clip   | Target far clip plane distance. *(Tween Far Clip enabled)*            |

***

### ShakeCamera

Shakes a Camera using Perlin noise for smooth, organic motion. Supports any combination of position, rotation, and projection (FOV or orthographic size) shake. In Continuous mode, loops indefinitely until stopped. All original camera values are cached and restored on completion or stop.

**Projection shake** automatically targets FOV for perspective cameras or orthographic size for orthographic cameras.

| Field                 | Description                                                                                                                                  |
| --------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| Camera                | Camera to shake.                                                                                                                             |
| **Settings**          |                                                                                                                                              |
| Shake Type            | Axes to shake: **Position**, **Rotation**, **Projection**, **PositionRotation**, **RotationProjection**, **PositionProjection**, or **All**. |
| Shake Duration        | Duration of the shake in seconds.                                                                                                            |
| Intensity             | Shake strength — higher values produce larger displacements.                                                                                 |
| Frequency             | Oscillations per second. Higher values produce more frantic shaking.                                                                         |
| Fade Out              | Gradually reduce intensity to zero over the shake duration.                                                                                  |
| Use Unscaled Time     | Use unscaled time so the shake continues during slow motion or pause.                                                                        |
| Position Multiplier   | Per-axis position shake multiplier. *(Position type)*                                                                                        |
| Position Multiplier   | Per-axis position shake multiplier. *(PositionRotation type)*                                                                                |
| Position Multiplier   | Per-axis position shake multiplier. *(PositionProjection type)*                                                                              |
| Position Multiplier   | Per-axis position shake multiplier. *(All type)*                                                                                             |
| Rotation Multiplier   | Per-axis rotation shake multiplier (scaled to degrees). *(Rotation type)*                                                                    |
| Rotation Multiplier   | Per-axis rotation shake multiplier. *(PositionRotation type)*                                                                                |
| Rotation Multiplier   | Per-axis rotation shake multiplier. *(RotationProjection type)*                                                                              |
| Rotation Multiplier   | Per-axis rotation shake multiplier. *(All type)*                                                                                             |
| Projection Multiplier | Intensity scale for FOV (degrees) or orthographic size (world units) shake. *(Projection type)*                                              |
| Projection Multiplier | Projection intensity scale. *(RotationProjection type)*                                                                                      |
| Projection Multiplier | Projection intensity scale. *(PositionProjection type)*                                                                                      |
| Projection Multiplier | Projection intensity scale. *(All type)*                                                                                                     |

> Each Shake Type shows only the multiplier fields relevant to that combination, keeping the inspector clean.

***

### SetCameraCulling

Modifies a Camera's culling mask.

| Field     | Description                                                                                     |
| --------- | ----------------------------------------------------------------------------------------------- |
| Camera    | Camera whose culling mask will be modified.                                                     |
| Operation | **Set**: replace the mask entirely. **Add**: include selected layers. **Remove**: exclude them. |
| Layers    | Layers to apply to the culling mask operation.                                                  |

***

## Lighting

### TweenLight

Animates a Light's intensity, color, range, and/or spot angle over time.

| Field                   | Description                                                            |
| ----------------------- | ---------------------------------------------------------------------- |
| Light                   | Light component to animate.                                            |
| Tween Duration          | Duration of the tween in seconds.                                      |
| Ease Type               | Easing curve applied to all animated properties.                       |
| Use Unscaled Time       | Use unscaled time so the tween continues during pause.                 |
| Tween Intensity         | Animate the light's intensity.                                         |
| Target Intensity        | Target intensity value. *(Tween Intensity enabled)*                    |
| Tween Color             | Animate the light's color.                                             |
| Target Color            | Target color. *(Tween Color enabled)*                                  |
| Tween Range             | Animate the light's range.                                             |
| Target Range            | Target range in world units. *(Tween Range enabled)*                   |
| Tween Spot Angle        | Animate the spot light's outer angle.                                  |
| Target Spot Angle       | Target spot angle in degrees. *(Tween Spot Angle enabled)*             |
| Tween Inner Spot Angle  | Animate the spot light's inner angle.                                  |
| Target Inner Spot Angle | Target inner spot angle in degrees. *(Tween Inner Spot Angle enabled)* |

***

### SetLightState

Enables, disables, or toggles a Light and optionally sets its type, shadow mode, and render mode.

| Field             | Description                                                                                    |
| ----------------- | ---------------------------------------------------------------------------------------------- |
| Light             | Main Light component to modify.                                                                |
| Operation         | **Enable** turns the light on, **Disable** turns it off, **Toggle** inverts the current state. |
| Set Type          | Also set the light type in the same action step.                                               |
| Light Type        | Light type to assign (Point, Spot, Directional, etc.). *(Set Type enabled)*                    |
| Set Shadows       | Also set the shadow mode.                                                                      |
| Shadows           | Shadow mode: **None**, **Hard**, or **Soft**. *(Set Shadows enabled)*                          |
| Set Render Mode   | Also set the render mode.                                                                      |
| Render Mode       | **Auto**, **ForcePixel**, or **ForceVertex**. *(Set Render Mode enabled)*                      |
| Additional Lights | Extra Light components to apply the same operation to.                                         |

***

## Scene

### LoadScene

Loads a scene by name or build index, with optional async loading.

| Field                  | Description                                                                          |
| ---------------------- | ------------------------------------------------------------------------------------ |
| Load Method            | Identify the scene by **Name** or **Build Index**.                                   |
| Scene Name             | Name of the scene to load. Must be in Build Settings. *(Name method)*                |
| Build Index            | Build index of the scene to load. *(Build Index method)*                             |
| Load Mode              | **Single**: unload all current scenes. **Additive**: load alongside existing scenes. |
| Async                  | Load the scene asynchronously in the background.                                     |
| Wait For Load          | Block the flow until the scene has finished loading. *(Async enabled)*               |
| Allow Scene Activation | When false, the async load pauses at 90% — activate manually. *(Async enabled)*      |

***

### UnloadScene

Unloads an additively loaded scene.

| Field           | Description                                                                                                            |
| --------------- | ---------------------------------------------------------------------------------------------------------------------- |
| Unload Method   | Identify the scene by **Name** or **Build Index**.                                                                     |
| Scene Name      | Name of the scene to unload. *(Name method)*                                                                           |
| Build Index     | Build index of the scene to unload. *(Build Index method)*                                                             |
| Wait For Unload | Block the flow until the scene has finished unloading.                                                                 |
| Unload Options  | **None**: keep embedded objects. **UnloadAllEmbeddedSceneObjects**: also unload assets used exclusively by this scene. |

***

## Time

### SetTimeScale

Sets or smoothly transitions the game's time scale.

| Field                   | Description                                                                                       |
| ----------------------- | ------------------------------------------------------------------------------------------------- |
| Time Scale              | Target time scale. `0` = paused, `1` = normal, values above `1` speed up time.                    |
| Smooth Transition       | Gradually interpolate to the target time scale over a duration.                                   |
| Transition Duration     | Duration of the transition in real seconds (unscaled time). *(Smooth Transition enabled)*         |
| Adjust Fixed Delta Time | Adjust `Time.fixedDeltaTime` proportionally to keep physics consistent.                           |
| Base Fixed Delta Time   | Base fixed delta time at `timeScale = 1.0` (default: `0.02`). *(Adjust Fixed Delta Time enabled)* |

***

### PauseTime

Pauses, resumes, or toggles game time. Stores the previous time scale for resume. Check `PauseTime.IsPaused` from code.

| Field                   | Description                                                                                                          |
| ----------------------- | -------------------------------------------------------------------------------------------------------------------- |
| Operation               | **Pause**: set timeScale to 0. **Resume**: restore stored timeScale. **Toggle**: switch between paused and unpaused. |
| Resume Time Scale       | Time scale to restore when resuming. *(Resume operation)*                                                            |
| Adjust Fixed Delta Time | Adjust `Time.fixedDeltaTime` proportionally when time scale changes.                                                 |
| Base Fixed Delta Time   | Base fixed delta time at `timeScale = 1.0` (default: `0.02`). *(Adjust Fixed Delta Time enabled)*                    |

***

### WaitRealtime

Waits using real (unscaled) time — essential for pause menu animations that should ignore `Time.timeScale`.

| Field             | Description                                               |
| ----------------- | --------------------------------------------------------- |
| Wait Duration     | Duration to wait in real seconds.                         |
| Ignore Time Scale | If true, the wait continues even when `timeScale` is `0`. |

***

## Variables

### SetVariable

Sets or modifies a variable in VariableStorage. Supports Bool, Int, Float, String, Object, Vector2, Vector3, and Color.

| Field         | Description                                                                                                         |
| ------------- | ------------------------------------------------------------------------------------------------------------------- |
| Variable Name | Name of the variable to write to in VariableStorage.                                                                |
| Variable Type | Type of the variable: **Bool**, **Int**, **Float**, **String**, **Object**, **Vector2**, **Vector3**, or **Color**. |
| Operation     | Operation to perform. Available operations vary by type (see below).                                                |
| Bool Value    | Bool value to use. *(Bool type)*                                                                                    |
| Int Value     | Int value to use. *(Int type)*                                                                                      |
| Float Value   | Float value to use. *(Float type)*                                                                                  |
| String Value  | String value to use. *(String type)*                                                                                |
| Object Value  | Object reference to assign. *(Object type)*                                                                         |
| Vector2 Value | Vector2 value to use. *(Vector2 type)*                                                                              |
| Vector3 Value | Vector3 value to use. *(Vector3 type)*                                                                              |
| Color Value   | Color value to use. *(Color type)*                                                                                  |
| Lerp T        | Interpolation factor for the Lerp operation (`0` = current, `1` = target). *(Lerp operation)*                       |

**Operations by type:**

| Type              | Available Operations     |
| ----------------- | ------------------------ |
| Bool              | Set, Toggle              |
| Int / Float       | Set, Add, Multiply, Lerp |
| String            | Set, Append              |
| Object            | Set                      |
| Vector2 / Vector3 | Set, Add                 |
| Color             | Set, Lerp                |

***

### CompareVariable

Reads a variable from VariableStorage, compares it, and executes conditional branches.

| Field                 | Description                                                                              |
| --------------------- | ---------------------------------------------------------------------------------------- |
| Variable Name         | Name of the variable to read from VariableStorage.                                       |
| Variable Type         | Type of the variable to compare.                                                         |
| Operator              | **Equal**, **NotEqual**, **Greater**, **GreaterOrEqual**, **Less**, or **LessOrEqual**.  |
| Compare Bool Value    | Bool value to compare against. *(Bool type)*                                             |
| Compare Int Value     | Int value to compare against. *(Int type)*                                               |
| Compare Float Value   | Float value to compare against. *(Float type)*                                           |
| Compare String Value  | String value to compare against (ordinal comparison). *(String type)*                    |
| Compare Object Value  | Object reference to compare against. *(Object type)*                                     |
| Compare Vector2 Value | Vector2 value to compare against (approximate component-wise equality). *(Vector2 type)* |
| Compare Vector3 Value | Vector3 value to compare against (approximate component-wise equality). *(Vector3 type)* |
| Compare Color Value   | Color value to compare against (approximate channel-wise equality). *(Color type)*       |
| True Branch           | Actions executed when the comparison evaluates to `true`.                                |
| False Branch          | Actions executed when the comparison evaluates to `false`.                               |

***

## Debug

### Log

Logs a message to the Unity Console.

| Field   | Description                    |
| ------- | ------------------------------ |
| Message | Message to log to the Console. |

***

### Break

Pauses the Unity Editor during Play mode. Useful for debugging sequences. Has no effect in builds.

| Field       | Description                                               |
| ----------- | --------------------------------------------------------- |
| Message     | Message to log to the Console before pausing.             |
| Log Message | Log the message before pausing. Disable for silent break. |


---

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