Trigger Event
#Content Editor
Last updated
#Content Editor
Last updated
1๏ผSelect a single layer or a single scene.
2๏ผClick the "Add Event" button on the right side to open the trigger event type options tab.
3๏ผBased on the product gameplay and asset requirements, select the appropriate trigger event.
4๏ผAfter adding the trigger event, you can add the desired response events below it.
Note: Typically, the object for adding a trigger event depends on where we want players to interact.
For example, if we want a specific effect to occur when players click on an item, we can select the layer of that item and add the "click" trigger event with the corresponding response event. If we want players to be able to click anywhere on the screen, we can directly select the scene and add the "click" trigger event with the corresponding response event.
Clicking the icon button allows you to replace an already added trigger event (without changing the response events).
1๏ผClicking the icon button enables you to copy the corresponding trigger event along with its response events.
2๏ผAfter copying the event, you can select the layer or scene where you want to paste the event and quickly implement the same event.
Clicking the icon button allows you to delete the corresponding trigger event along with its response events.
Under each trigger event, there is an option for "Valid only once." By default, this option is unchecked, meaning the event can be triggered multiple times. If checked, the event will only be effective once and cannot be triggered again afterward! Please set this according to your creative needs.
โ ๏ธNote: "Valid only once" and redirect to store events
In most cases, it's not recommended to select "Valid only once" for any events that trigger a redirect to app store (e.g., persistent download button, end scene redirect events, etc.). >>> If selected, the player will not be able to redirect to app store again after returning from the store to the playable ad.
The exception is the "Condition" trigger event on the scene. >>> When "Condition" is used as the trigger event and has a redirect to app store as the response event, the event might be repeatedly triggered, causing multiple redirects to the store. In this case, "Valid only once" should be selected. >>> Additionally, to ensure that players can redirect to the store again after returning from the store to the playable ad, it's recommended to set an extra download button or other form of redirect on the end scene.
Trigger events include six types: [Click], [Swipe], [Drag], [Delay], [Logic], and [Media playback].
General events
Click
Click
Long press 3s
Press
Lift up
Double click
General events
Swipe
Swipe up
Swipe down
Swipe left
Sipe right
Swipe arbitrarily
Layer events
(General layers)
Drag
Drag
Drag to target position
Not dragged to target position
Layer events
(Video/Audio layers)
Media playback
Starting time
Ending time
Scene events
Delay
Timing trigger
Scene events(Global Variables)
Logic
Condition
1๏ผ"Click" includes: Click, Long press 3s, Press, Lift up, Double click.
2๏ผCorresponding triggering moments are:
Click: Triggered when the user presses and then releases the screen.
Press: Triggered as soon as the user presses down on the screen, regardless of whether they lift their finger. (It is recommended to use "Press" instead of "Click," as it makes interactions easier to trigger!)
Long press 3s: Triggered when the user holds down the screen for 3 seconds and then releases.
Lift up: Triggered when the user lifts their finger from the screen, regardless of how long it was pressed.
Double click: Triggered when the user quickly taps the screen twice.
1๏ผ"Swipe" includes: Swipe up, Swipe down, Swipe left, Sipe right, Swipe arbitrarily.
2๏ผCorresponding triggering moments are:
Swipe up: Triggered when the user swipes upwards on the screen and then releases.
Swipe down: Triggered when the user swipes downwards on the screen and then releases.
Swipe left: Triggered when the user swipes leftwards on the screen and then releases.
Swipe right: Triggered when the user swipes rightwards on the screen and then releases.
Swipe arbitrarily: Triggered when the user swipes in any direction on the screen and then releases.
Note: With the "Swipe" event category, the layers do not follow the movement of the player's finger.
1๏ผ"Drag" includes: Drag, Drag to target position, Not dragged to target position.
2๏ผCorresponding triggering moments are:
Drag: Triggered when dragging a layer without releasing the touch.
Drag to target position: Drag a layer, and if you release it in the target area, the event will be triggered; if you release it outside the target area, the layer will default to return to its original position without triggering the event.
Not dragged to target position: Drag a layer, and if you release it outside the target area, the event will be triggered; if you release it in the target area, the layer will default to return to its original position without triggering the event.
3๏ผAfter using Drag-type events:
You need to "edit the drag area": Add designated area - adjust the position and size of the area - select the draggable range (Full Screen/Custom).
You need to select the "Drag Direction": Options include Any Direction, Horizontal Direction, and Vertical Direction.
You need to select "Release Reset": By default, this is set to "reset," meaning the layer goes back to its original position when released. If you choose "No," the layer will stay in the position where it was released.
Note: The drag-type events is only applicable to regular layers, excluding video and audio layers.
1๏ผ"Media Playback" includes: Starting time, Ending time.
2๏ผCorresponding triggering moments are:
Starting time: Triggered when the selected video/audio starts playing.
Ending time: Triggered when the selected video/audio finishes playing.
Note: The "Media Playback" event is only applicable to video and audio layers.
1๏ผ"Delay" includes: Timing trigger. ("Timing trigger" can only be added to scenes.)
2๏ผThe corresponding triggering moment is based on the set "Delay time" for timer-triggered events (if the delay time is set to 0s, it means the event will be triggered automatically when entering the scene).
NOTE๏ผ
To add multiple timers to a scene: Simply add a "Execution Delay" response event under an existing Timing trigger event. Note that the execution delay duration is cumulative; the delay duration of subsequent events will inherit the total duration of the preceding delays (e.g., if a special effect plays 0.5s after entering, and then it waits 1s to redirect to app store, it means the app store will be redirected 1.5s after entering).
To add a timer to a layer: Add the "Execute Delay" response event under the layer event (the logic for adding multiple timers is the same as above).
1๏ผ"Logic" includes: Condition.
2๏ผThe corresponding triggering moment is when a variable satisfies the specified condition.
3๏ผAfter adding "Condition," click "Add conditions" in the popup window, then select global variables, mathematical operations, and values in order.
4๏ผIt supports checking the option "Valid only once."
Layers with events will be highlighted. Clicking on the highlighted icon allows you to quickly switch to the event parameter area for that layer.
๐ Layer Events > Scene Events
If both layer and scene events are present, the area covered by the layer will trigger the layer's event, while areas not covered by the layer will trigger the scene's event.
๐ Higher Layer Hierarchy Events > Lower Layer Hierarchy Events
For layers with the same size and position: The event of the higher layer will take effect, while the event of the lower layer will not because it's covered by the higher layer.
For layers with different sizes/positions: Based on the hierarchy logic, the event of the lower layer can still take effect if itโs not covered by the higher layer.
๐Related content:
Note: You can use this trigger event only if have been added to the current project (refer to the feature introduction document for quicker understanding of this trigger event).