ProtoFlux:Update: Difference between revisions

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Will send a pulse every game tick from the UpdatingUser if [[Type:User|User]] is provided.


If the UpdatingUser is not provided and SkipIfNull is Null or False, it will pulse for every user for every game tick, this can lead to undesired behavior.
The '''Update''' node sends a pulse at every engine update from the <code>UpdatingUser</code>.
 
== Outputs ==
 
=== OnUpdate ([[Impulses|Call]]) ===
 
Sends a pulse every engine update from the <code>UpdatingUser</code>.
 
== Globals ==
 
=== UpdatingUser ([[Type:User|User]]) ===
 
The user that the <code>OnUpdate</code> pulse will be generated from and owned by.
 
=== SkipIfNull ([[Type:bool|bool]]) ===
 
If <code>True</code>, no pulses will be generated if <code>UpdatingUser</code> is null. Otherwise, impulses will be generated by the [[ProtoFlux:Host User|host user]] if <code>UpdatingUser</code> is null.
 
== See Also ==
 
* [[ProtoFlux:Local Update]] to generate an impulse from every user on their respective update timers.
* [[ProtoFlux:Updates Timer]] to generate an impulse at a specified interval of updates.
* [[ProtoFlux:Seconds Timer]] to generate an impulse at a specified interval of seconds.
 
[[Category:ProtoFlux:Flow]]
[[Category:ProtoFlux:Flow]]

Revision as of 12:10, 23 December 2024

Update
OnUpdate
UpdatingUser
null
SkipIfNull
null
Flow

The Update node sends a pulse at every engine update from the UpdatingUser.

Outputs

OnUpdate (Call)

Sends a pulse every engine update from the UpdatingUser.

Globals

UpdatingUser (User)

The user that the OnUpdate pulse will be generated from and owned by.

SkipIfNull (bool)

If True, no pulses will be generated if UpdatingUser is null. Otherwise, impulses will be generated by the host user if UpdatingUser is null.

See Also