System Events
PlayMaker > Browsers > System Events
System Events are built-in events sent by Unity or PlayMaker systems.
Most standard MonoBehaviour events are exposed as System Events.
PlayMaker uses these categories to organize the events:
Gameplay
Pause System
Pause events are sent by PlayMaker Pause System
Sent when the Pause System enters the paused state.
Sent when the Pause System resumes the game.
Interactables
Interact events are sent by the PlayMaker Interactables System. They are sent to FSMs on the Interactable target GameObject and the actor GameObject by the Interactor component.
Sent when an Interactable becomes available to the actor.
Sent when an Interactable is no longer available to the actor.
Sent when an Interactable becomes the current interaction target.
Sent when an Interactable stops being the current interaction target.
Sent when an interaction begins.
Sent when the interaction is activated.
Sent when the interaction ends.
Lifecycle
Lifecycle events are called at specific points in a component’s lifetime - from activation, to application exit.
Sent when the FSM starts running, entering its Start State.
Called when the behaviour becomes disabled or inactive.
Sent when the application gains focus.
Sent when the application loses focus.
Sent when the application is paused.
Sent when the application resumes from a paused state.
Called before the application quits.
Sent when the GameObject becomes visible to any camera.
Sent when the GameObject is no longer visible to any camera.
Sent when the GameObject’s parent changes.
Sent when the list of children of the GameObject changes.
Mouse
Mouse events are sent in response to pointer movement and button actions over a GameObject with a Collider (or Collider2D). They are not sent for objects on the Ignore Raycast layer.
Sent when the mouse button is pressed while over the GameObject’s Collider.
Sent when the mouse button is released. May fire even if the release is not over the same Collider.
Sent only if the mouse is released over the same Collider it was pressed on.
Sent when the mouse cursor enters the Collider.
Sent every frame while the mouse cursor is over the Collider.
Sent when the mouse cursor leaves the Collider.
Sent every frame while the mouse is held down after clicking a Collider.
Input System
Note: In projects using Input System Only, PlayMaker emulates Unity’s legacy OnMouseXXX behavior via a single global mouse bridge. This adds at most one raycast per frame and is generally very cheap, but is primarily intended as a convenience/compatibility feature. For advanced or UI-heavy pointer workflows, prefer dedicated Input System actions instead of MOUSE system events.
Particles
Particle events are sent when particles from a ParticleSystem interact with Colliders.
Sent when a particle from a ParticleSystem hits a Collider. Message is sent to scripts on the Particle System and the hit Collider.
Physics
Physics events are sent by the 3D physics engine when GameObjects with Colliders and/or Rigidbodies interact.
Sent when this Collider/Rigidbody first contacts another Collider/Rigidbody.
Sent once per physics step for ongoing collisions.
Sent when this Collider/Rigidbody stops touching another Collider/Rigidbody.
Sent when another Collider enters a trigger.
Sent once per physics step while another Collider remains inside a trigger.
Sent when another Collider exits a trigger.
Sent when a CharacterController hits a Collider during CharacterController.Move.
Sent when a 3D Joint attached to the same GameObject breaks.
Physics2D
Physics2D events are sent by the 2D physics engine when GameObjects with Collider2D and/or Rigidbody2D components interact.
Sent when this Collider2D first contacts another Collider2D.
Sent once per physics step for ongoing 2D collisions.
Sent when this Collider2D stops touching another Collider2D.
Sent when another Collider2D enters a trigger.
Sent once per physics step while another Collider2D remains inside a trigger.
Sent when another Collider2D exits a trigger.
Sent when a 2D Joint attached to the same GameObject breaks. NOTE: The event will not fire if the Joint2D Break Action is set to Ignore. Use CallbackOnly, Disable, or Destroy.
UI Events
These events are sent by Unity when you interact with UI elements, such as Buttons, Sliders, ScrollViews, or other objects set up to receive pointer or navigation input.
Note
UI Events require an EventSystem in the scene and an object that can receive UI input -
typically a UI component (e.g., Button, Image, TextMeshPro element) or a GameObject with a Collider set to receive raycasts.
Sent when a drag operation starts.
Sent when a cancel action occurs (e.g., Escape key or right-click).
Sent when the object is deselected.
Sent repeatedly while dragging.
Sent when a dragged object is dropped on this object.
Sent when a drag operation ends.
Sent when a move event occurs (e.g., keyboard or controller navigation between UI elements).
Sent when a potential drag is about to start.
Sent when a pointer (mouse, touch, pen) clicks on this object.
Sent when a pointer presses down on this object.
Sent when a pointer enters the object’s area.
Sent when a pointer leaves the object’s area.
Sent when a pointer releases over this object.
Sent when a scroll action occurs (e.g., mouse wheel or touchpad scroll) over this object.
Sent when the object is selected.
Sent when a submit action occurs (e.g., pressing Enter or a controller button).
Sent every frame while the object is selected.