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Global Event

A Global Event is a named event that can be sent between FSMs.

Global Events are typically used for game-wide signals like Player Died, Do Damage, or Add Points.

Use event actions to broadcast or send global events at runtime.

Creating Global Events

There are a few ways to create Global Events:

Inspector

Global Event

Control Description
Group Assign a Group to help organize events in the editor.
Icon Style Choose an icon and color to represent this event.
Name The name of the event. Rename the asset to rename the event.
Description Optional short description shown in tooltips.
Used Count Shows how many FSMs use this event.
Click to open a Finder window showing all references.
Event Data Event Data sent with the event.
Subscribers Displays active subscribers while in Play Mode.

Event Data

You can attach custom data to a Global Event using the Event Data section of the inspector.

SetEventData

Play Mode

While playing, the Subscribers section shows all FSMs currently subscribed to this event:

Subscribers

Control Description
Broadcast Event Sends the event to all subscribers.
Send Sends the event to a selected subscriber.
Ping Highlights a subscriber in the scene hierarchy.
Test Data Set test values for any defined event data.

Testing Global Events

Use the Play Mode tools to test and debug your event behavior without replaying the full game loop.

For example:

  • Set Points Test Data to 100, then broadcast the Add Points event to verify your ScoreKeeper FSM updates correctly.
  • Set Points to 10000 and send the event to test whether a bonus life is granted - without needing to simulate gameplay.

This is a powerful way to verify conditions that are hard to trigger during normal testing.