Do this. Do this. Do this. Complete!

Actions are one of the core features behind Game Creator. They allow to animate characters, activate interruptors, move objects, and a long etcetera.

Creating an Action

To create an Action, right click on the Hierarchy Panel and select Game Creator → Actions. Alternatively you can also add the Actions component to any Game Object or click on the Actions button from the Game Creator Toolbar.

Anatomy of an Action

An Action is a single instruction that when executed "does something". For example, the action Wait puts the execution on hold for a number of seconds.

Here's an example of an action called Play Sound.

When an Action is executed in runtime it will be highlighted in light blue. This is very useful when you want to track which instruction is being executed.

To add a new Action click on the Add Action button. A categorized dropdown window will appear. You can navigate using your mouse or the keyboard.

Select which action you want to add and it will automatically be added at the end of the list.

Behavior Options

You can configure the behavior of an Action at the end of the component.

Run in Background

When the Run in background checkbox is marked the Action will always be executed when called. If the checkbox is left unmarked, if another Actions object is being executed and is set to run in the foreground, the first one won't be executed.

In other words, two Actions can't be executed at the same time if they both have the Run in background checkbox unmarked.

Destroy After Finishing

Game Creator is all about fast development. If you want to destroy an Actions object after all its instructions have been executed, mark this checkbox.

You can accomplish the same behavior using the Destroy action at the end of the container of Actions., though it's faster this way.

You can add an Actions component below a Trigger component and let the Destroy After Finishing option destroy both the Actions and the Trigger. Useful if you want to execute it only once, for example, when picking an item.

Available Actions

Game Creator comes with a wide variety of pre-made Actions that will help you kickstart your project right away. Here's the complete list of Actions that Game Creator comes with.

If you find an Action that is not documented here, please send us a message at and we'll include it.


Action Name


Adventure Camera Settings

Change the settings of an Adventure Camera Motor

Change Camera

Changes the currently active camera motor

Culling Mask

Changes the Culling Mask of the main camera

Camera Damping

Changes the smoothness in which the camera follows its target destination

Shake Burst

Shakes the camera for a limited time

Shake Sustain

Keeps the camera shaking for an unspecified time

Fixed Camera Settings

Changes the settings of a Fixed Camera motor

Follow Camera Settings

Changes the settings of a Follow Camera motor

FPS Camera Settings

Changes the settings of a FPS Camera motor

Railway Camera Settings

Changes the settings of a Railway Camera motor

Target Camera Settings

Changes the settings of a Target Camera motor

Change FOV

Changes the Field of View of the current main camera


Action Name


Character Attachment

Attaches a prefab instance to a character bone or removes an attachment

Character Dash

Make a Character move towards a position. The gradient falloff can be customized as well as its initial velocity

Character Blendshapes

Animate transitioning a Character's Blend-Shapes. Very useful for creating expressive characters.

Character Mount

Sets the Character in Mount Mode. In this mode, the character can't be controlled and collisions are ignored

Character Direction

Changes the direction in which the character looks while idle, walking or running

Character Follow

Makes a Character follow a target keeping a distance within a min and max radius

Character Gesture

Plays an animation on a Character once. For more information on Gestures, click here.

Character Hand

Makes a Character hand reach for a target using Inverse Kinematics

Inverse Kinematics

Changes the Inverse Kinematics settings of a Character

Character Jump

Makes a Character Jump

Character Model

Changes the 3D model of a Character, retargeting all bones to the new ones

Move Character

Makes a Character move towards a certain position using the Navigation Mesh, if any.

Change Property

Change a Character property, such as Height, Is Controllable, Radius, ...

Character Ragdoll

Changes the ragdoll state of the character

Character State

Changes or resets the State of a Character. For more information on States click here.

Character State Weight

Change a Character's State weight or influence

Character Stop Gesture

Forces a Character to stop the Gesture that it is currently being played


Instantaneously moves a Character from its position to a new one

Head Track

Makes a Character's head look at a target using Inverse Kinematics

Player Movement Input

Changes the input scheme of the Player

Character Rotate Towards

Pivot a Character around itself towards a target, using its angular speed

Set Character default State

Sets the Character's default State


Action Name



Changes the Cursor image, lock state and visibility

Open URL

Opens the web browser and a specific webpage

Quality Settings

Changes the quality settings of the game

Quit Game

Exits the Application


Game Creator comes with an optimized Audio Manager that reuses audio sources in a ring-buffer so your game doesn't experience hiccups when playing many sound effects at a time. Audio is divided in 2 categories

  • Music: Background music set in a loop. You can change it by cross-fading between multiple tracks.

  • Sounds: Or Sound Effects. These are small sounds that are played only once.

Action Name


Pause Audio

Pauses all audio effects

Play Music

Plays a music track allowing you to fade it in

Play Sound

Plays a single sound shot

Play Sound 3D

Similar to Play Sound but allowing you to specify the source of the sound

Stop Music

Stops the background music, allowing you to fade it out

Stop Sound

Force a sound effect currently being played to stop

Change Volume

Changes the volume of the background music, sound effects or both of them


These Actions allow to easily test your game and spot errors. These won't have any impact on your final game build.

Action Name


Debug Break

Pauses the Editor

Debug Message

Write a text message in the Console, using a Warning, Information or Error flags

Debug Name

Prints the name of a Game Object through the Console

Debug Variable

Prints the value of a Variable through the Console

Debug Beep

Plays a Beep sound effect generated by the OS (Only works in the Editor)


Action Name


Execute Actions

Execute an Actions object and allows you to either continue the execution or wait till these Actions are finished to resume

Cancel Actions

Cancels the execution of an Actions object

Change Language

Changes the language of the game. All localized strings will be automatically updated


This Action does nothing and only serves to write down a note for the developer

Call Conditions

Executes a Conditions object, allowing you to continue the execution of wait till the Conditions are finished and resume

Dispatch Event

Dispatches a named event. More information about Event Dispatchers here.


Change the general gravity

Call Methods

Allows you to call any method from any component as long as it has zero or one parameter

Restart Actions

Restarts the execution of the current Actions object

Time Scale

Changes the time scale as well as the fixed time scale. Useful for pausing the game or making a slow-motion effect.


Waits some seconds before jumping to the next instruction

Render Reflection Probe

Manually renders a Reflection Probe. Bear in mind that reflection probes might not be active due to quality settings

Store Mouse World Position

Raycasts from the Camera to where the mouse points at and stores the result (game object and point) in a Local, Global or List Variable


Action Name


Add Component

Adds a Component to a target


Sends a Trigger, Bool, Integer or String parameter to an Animator

Animator Layer

Changes the Animator Layer properties of a given Animator

Change Material

Change the Material of a Game Object

Change Texture

Changes the Texture of a Material. By default it changes the Albedo texture but can also modify any input texture

Change Color

Changes the Color of a Material


Destroys a target Game Object

Enable Component

Enables or Disables a game object component


Creates an instance of a prefab or another game object and places it at a certain position and rotation

Instantiate from Pool

Creates an instance of a prefab and generates a pool system from it to be reused. See Pooling for more information.


Changes the Light properties of a Game Object

Look At

Makes a Game Object face at a target. The Z axis will be aligned towards the target

Nearest with Component

Stores in a variable the nearest (if any) Game Object with a certain component within a certain radius

Nearest in LayerMask

Stores in a variable the nearest (if any) Game Object within a certain radius that belongs to a layer mask

Nearest with Tag

Stores in a variable the nearest (if any) Game Object within a certain radius that has a specific tag


Apply forces to any Game Object with a Rigidbody

Send Message

Call a method from any component using the SendMessage API

Set Active

Enables or disables a Game Object


Plays a Timeline object


Changes the Transform properties of Game Object, such as the scale, position, rotation and parent

Transform Move

Smoothly moves an object from A to B at a specified duration

Transform Rotate

Smoothly rotates an object to match an Euler rotation

Transform Rotate Towards

Smoothly rotates an object to face a given target


Executes a Trigger object

Explosion Force

Adds gradient force from a position that affects all objects within a radius and pushes them outwards

Save & Load

Game Creator has a robust built-in save system that keeps track of most important information in order to safely restore the state of a game when loading a previous game.

Each game save is stored in a slot. Each slot is called Profile and you can store up to 99 different game saves.

For example, if you save the game at a given point in Profile 3, you can later on reload the game loading the Profile 3.

Action Name


Current Profile

Changes the current active profile

Delete Profile

Deletes a Profile along with all its saved data

Load Game

Loads the game (either using the current profile or a specified one)

Load Last Game

Loads the last saved game from any profile. Useful when having a "Continue" button in your main menu

Save Game

Saves the game content at the current profile location or a specified one


Action Name


Load Scene

Loads a scene by name. A scene can be loaded as a single instance or additively. Click here for more information.

Load Scene with Player

Similar to Load Scene but also allows to make the Player start a a given location. Useful when a scene can be entered from multiple points

Unload Scene Async

Unloads an additive scene asynchronously and reports complete when the scene is unloaded


UI Actions allow Game Creator to interact with UI elements and even create small but useful animations.

Action Name


Canvas Group

Changes the settings of a Canvas Group over time. Useful for fading in and out entire UI Panels.

Change Font Size

Changes the font size of a Text component

Change Text

Changes the text of a Text component

Graphic Color

Changes the tint color of either a Text or an Image

Image Sprite

Changes the sprite of an Image component


Messages section is a work in progress Actions list that will allow you to display information on screen.

Action Name


Simple Message

Displays a simple message on top of a UI element. Useful for prototyping conversations

Floating Message

Displays a floating message on top of an object with a certain offset. Useful to display multiple conversations simultaneously


There are mainly three types of Variables:

  • Global Variables

  • Local Variables

  • List Variables

When referring to either Global Variables, Local Variables and List Variables we'll use the term "Variables" with capital L.

How Game Creator interacts with them is done through the use of the following Actions. For more information about Variables click here.

Action Name


Add to List Variables

Adds a new element to a List Variables object

Clear List Variables

Removes all element from a List Variables

List Variables Loop

Execute an Action having as Invoker each of the different elements of the List Variables

List Variables Iterator

Changes the iterator pointer of a List Variables

Remove from List Variables

Remove an element from a List Variables

List Variables Select

Picks an element from the List Variables and store it in a Local or Global Variable

Gather Components by Distance

Fills a List Variable with a collection of objects with a certain component. The list is sorted by their distance to a source

Variable Random

Generates a random value between min and max and stores it in a Variable

Variable Bool

Assign a value of true or false to a Variable

Toggle Variable Bool

Toggles (true to false and false to true) a boolean variable

Variable Color

Assign a Color value to a Variable

Variable Game Object

Assign a Game Object value to a Variable

Variable Number

Assign a numeric value to a Variable

Variable Sprite

Assign a Sprite value to a Variable

Variable String

Assign a text value to a Variable

Variable Texture2D

Assign a Texture2D value to a Variable

Variable Vector2

Assign a Vector2 value to a Variable

Variable Vector3

Assign a Vector3 value to a Variable

Variable Reset

Reverts to the default value of a Variable

Variable Add

Add a value to a numeric Variable

Variable Divide

Divides the value of a Variable for a certain value

Variable Math

Allows to perform a Math operation using a string-based formula

Variable Multiply

Multiplies the Variable value by another value

Variable Subtract

Subtracts the Variable value with another one

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