Condition the execution of Actions. For example, you can check if the object Chest has been opened. If so, don't increase the player's gold coins, but show the message: This chest has already been looted!
These are very simple components that are usually used together with Triggers. They allow to hint the player about interactive elements. These hints can be turned on and off depending on the type of interaction you want.
(Example of a Hotspot where the Player will turn its head when being near)
For example, you can make the Player turn his head towards the hotspot to indicate there's something that has caught his/her attention.
Cameras control how the world is viewed by the player. There are different types of cameras at your disposal such as steady cameras, top-down cameras motors, orbital adventure cameras, dolly cameras, tween cameras, and much much more!
(Example of the Fixed Camera Motor)
For more information on Cameras and Camera Motors click here.
Variables allow you to store and retrieve information from the world. For example, the "health" of the player could be set as a variable with an initial value of 10, which decreases in one unit every time the player gets hit.
(Example of a Local Variable with a default value of 5)
There are three types of Variables:
Global Variables: These variables have a scope of the entire game and are referenced by a given name.
Local Variables: These variables are attached to Game Objects and are referenced by a given name.
List Variables: These variables are attached to Game Objects and are placed like an array of values, which can be accessed via an index.
For more information on how Variables work, click here.