Broadcast Event
Broadcast a Global Event to all FSMs.
Parameters
| Parameter | Description |
|---|---|
| Event | The global event to broadcast to all subscribers. |
| Data | Optional data to send with the event. |
| Delay | Optional delay in seconds before broadcasting the event. |
Details
For optimal performance, broadcast only sends the event to FSMs that are currently subscribed to the event. This is managed automatically.
A state that broadcasts an event shows a broadcast icon:

Click on the icon to navigate to places where the event is used.
Debugging
While playing you can see current subscribers in the Global Event Inspector.
Examples
Global Events are a good way to decouple systems.
A player can simply broadcast Player Died when hit by an enemy, and any systems interested in that event can respond. For example, a Lives Counter FSM could check if the player has any more lives left and broadcast either a Game Over or Next Life event. The Game Manager FSM can listen for these events and respond appropriately. And so on...
This approach has many advantages:
- Systems are decoupled.
- Key game events are clearly defined.
- You can quickly find FSMs that use these events.
- The game loop is self documenting with these events.
Overall this approach makes the game loop easier to understand and maintain.