XaiJu
CyanLaser
CyanLaser

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CyanTriggers and Customization

As I mentioned in my announcement post, one of my goals with CyanTriggers is to provide customization to make the overall experience easier. Currently there are two kinds of customizations: Favorites and Custom Actions. Note that all screenshots are still a work in progress and may appear different in the Alpha or public version.

Favorites

One of the issues I saw with UdonGraph is that every time you want to add something, you need to search through EVERYTHING to find it. One good things about SDK2 was that the action and event lists were short and easy to search for what you wanted. Thinking on how to solve this problem for CyanTriggers, I introduced the idea of favoriting items. If you use something often, you can add it to the favorites menu. You will still have the option of searching through everything. Favorites is just an option to find something quicker.

Picture of CyanTrigger settings showing Favorite Events.

The favorites menu will come with a premade set of favorites, but you can go into the settings to add items you want or remove items you will never use. For the initial alpha release, this will only be one favorite menu per type: Variables, Events, and Actions. This may be expanded so that you can create different collections of favorites. This idea is still being figured out, so your input will be valuable! 

Custom Actions

In the trailer, the first option shown when creating the mirror toggle was GameObject.ToggleActive. This does not exist in UdonGraph or C# directly. The reason is because it is a Custom Action!

Custom Action shown in the favorites list. Gear Icon is placeholder.

Picture of GameObject.ToggleActive to toggle mirror objects. 

With CyanTriggers, you have access to all Udon actions. You will also have the ability to make your own Custom Actions for things you use often together. For the Alpha release, you can only create Custom Actions using UdonGraph or UdonSharp. It is a goal for public release to be able to create Custom Actions directly in CyanTriggers to not force people to learn a second interface. 

Picture of the implementation of GameObject.ToggleActive Custom Action.

From this picture, you can see that GameObject.ToggleActive is implemented in UdonGraph. The right side is the settings for this graph and how CyanTriggers will see it as an action. You can define the Custom Action namespace, name, and description, as well as the input options into the Custom Action. One nice option that makes this similar to SDK2 is the option to allow the first input to be a list. Creating Custom Actions have a lot of different settings you can mess with, so I will make sure to have a proper guide for release. 

Custom Actions can also be used to define events. Here is an example of a Custom Action to define OnTriggerEnter looking for a specific GameObject.

Defining Custom Actions is still a work in progress. For the Alpha release, you will only be able to define "simple" actions. Custom Actions will only have one entry event and should not store state. I have plans to allow for more complex Custom Actions, but these will be a long term project.

Next

Those are the current options for customizing within CyanTriggers. Next post will be on the CyanTrigger interface and some of the options provided. If there is anything specific you want me to explain in more detail, let me know in the comments. 


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