Behaviors are groups of game logic that can be easily applied to an object to give it some sort of abilities. Behaviors can be very simple bits up to complex systems like player controls.
Behaviors can be added from the Asset Library or created by converting a Plain Container into a Behavior Container.
Behavior Name | Name the container so it is easy to identify. This is particularly important when doing more complex logic that may include many different containers controlling different things. |
Type | Change the type of container: Plain Container, Behavior, Reusable or Function Source |
Follow With Camera | The Game Camera will move into position and target the object with the Behavior applied |
Override Object Group | Override the Object Group of the object the Behavior is applied to with the object group of the reference object within the Behavior container |
Override Physical Props | Override the Physical properties of the object the Behavior is applied to with the physical properties of the reference object within the Behavior container |
Inputs | Inputs added to the container appear here |
Outputs | Outputs added to the container will appear here |
Edit Redirects | Add/edit/remove inputs and outputs for the container |
Inputs and outputs allow you to send values or other signals into or out from the Behavior Container without having to edit the individual nodes inside. Inputs in Behavior containers will appear as editable parameters in the Basic Details Panel of objects that have the Behavior applied to it.
Inputs | Existing inputs will be listed first. Tap the name to rename the Input, Tap the trash can icon to delete the Input. |
Add Inputs | Tap to add inputs |
Input Type | This menu appears when adding a new input. Select the type of input you’d like to add |
Outputs | Existing outputs will be listed first. Tap the name to rename the Output, Tap the trash can icon to delete the Output. |
Add Outputs | Tap to add outputs |
Behavior used in a Hype can be found using the Builder Panel or Hierarchy Menu.
In the Builder Panel tap on an Behavior then tap Edit to find the Behavior Container in the editor and make changes. The Behavior Container will be made visible and the Editor Camera will focus on it. When you are done making changes tap Hide to hide the Behavior Container in the Editor.
To apply an Behavior to an object drag it directly from the Builder Panel to the target object.
*Note - The Builder Panel is a new feature and the Add-on Node Icon has been updated to show the reference object in the container. These videos were made before these updates so they do not include the Builder Panel and feature the old “Gift Box” Node Icon for Add-ons.
Adding Collectables Tutorial
Includes working with instances & using Add-ons to add game logic to a Hype.
Edit Playable Character Parameters
Adjusting Inputs in addons applied to objects.
How to Create Hazardous Spikes
Using Premades & Add-ons to add game logic
How to Change Jump Animation in Premade Playable Character
Editing Add-ons & Instanced containers in Premade assets.
Use the Player Health Add-on as Leaderboard Score
3:35 • Stream Segment
Editing premade Add-ons, includes Value Inspector & Leaderboard components