Unity Plugin (UP) & API
In the video above the terminology used is different than what it’s currently used in the app and in the documentation.
Activation Modes = Trigger Modes
On Start = On Enabling
However, the functionalities presented in the video are on par with the current version of machinations.io
Nodes have 4 Trigger Modes, according to which Resources get redistributed.
Set the Trigger Mode of a Node in its Functional menu, under Trigger.
A Node in a Machinations diagram can be in one of 4 different Trigger Modes:
- Passive – can fire only in response to a trigger generated by another element
- Interactive – fires only when the you click it during Play (not during Batch Plays)
- Automatic – fires every Step. All automatic Nodes fire simultaneously
- On Enabling – fires only once, immediately after you click the Run button
Interactive Nodes fire after being clicked when the next Step begins. This may make it seem as if the Node didn’t receive the input or that there’s a delay.
Interactive Nodes are only clickable during Interactive Play. During Batch Plays, they are treated as passive Nodes.
🔧 Here are 3 examples of Trigger Modes, and their actions (or lack thereof).
- In the Push example, the Blue, Orange, Green and Red Pools are set to push a Resource at any Step their Trigger Mode is met
- In the Pull example, the 4 coloured Pools are set to pull a Resource at any Step their Trigger Mode is met.
- The Triggered example showcases how another Node on the diagram can act as an activator.
Note: In the example below, both the Source and the Pool are set to automatic. This will double the flow of Resources, as both Nodes will perform an action during a given Step. So instead of 1 Resource flowing from the Source to the Pool, as stated on the Resource Connection Label, 2 Resources will be transferred during one Step.
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