Updated OnStart and OnLoaded explanations |
m fixed a typo |
||
| Line 4: | Line 4: | ||
|OnDestroy|| Fired upon the destruction of the node. | |OnDestroy|| Fired upon the destruction of the node. | ||
|OnDestroying|| Fires when the node is marked for destruction in the next game tick. | |OnDestroying|| Fires when the node is marked for destruction in the next game tick. | ||
|OnDuplicate|| Fires when the node | |OnDuplicate|| Fires when the node's hierarchy is duplicated. | ||
|OnLoaded|| Fires for the allocating user (excluding duplication). | |OnLoaded|| Fires for the allocating user (excluding duplication). | ||
|OnPaste|| Fires when the node is under something pasted (Ex: Via ResRec URI). | |OnPaste|| Fires when the node is under something pasted (Ex: Via ResRec URI). | ||
Latest revision as of 16:39, 22 December 2025
| Node Name | Description |
|---|---|
| OnActivated | Fires when this node's hierarchy is enabled. |
| OnDeactivated | Fires when this node's hierarchy is disabled. |
| OnDestroy | Fired upon the destruction of the node. |
| OnDestroying | Fires when the node is marked for destruction in the next game tick. |
| OnDuplicate | Fires when the node's hierarchy is duplicated. |
| OnLoaded | Fires for the allocating user (excluding duplication). |
| OnPaste | Fires when the node is under something pasted (Ex: Via ResRec URI). |
| OnSaving | Fires on the game tick before the item is saved with the world or to inventory. |
| OnStart | Fires when it starts existing for the local user. |
Pages in category "ProtoFlux:Flow:Events"
The following 10 pages are in this category, out of 10 total.