This node can send an execute signal or data without links by broadcasting. The Broadcaster node is always used together with a Broadcast Listener node.
Broadcasting is great for reducing the amount of links so your game logic won't look like spaghetti. It can also be used for triggering many events at once. Finally, broadcasting is the safest way exchange data with Behaviors, Function Sources and Reusables.
Execute (with Data) | Executes the node and sends a broadcast signal. Links to this input can pass e.g. numbers, objects and vectors |
On Start | Executes the node at the start of the game |
Enabled | Enables or disables the node. Disabled nodes cannot be executed |
Signal Out | Select a signal or create a custom one so the correct broadcast can be identified. Make sure to select the same signal on the receiving Broadcast Listener(s). *See below for details |
Target | If set, only a Broadcast Listener with same target, signal & channel will execute. Note: The default target is All Objects, which means every Broadcast Listener with a matching signal and channel will receive the broadcast. *See below for details |
Channel | Channels are a tool for specifying which Broadcast Listeners should receive a signal *See below for details |
The Broadcast Signal connects Broadcasters to Broadcast Listeners.
When a Broadcaster node is executed, any Broadcast Listener that is listening to the same signal will also be executed. Broadcaster can pass data like numbers, vectors, objects etc. to the Broadcast Listener.
When you choose a signal, it will automatically become the name of the Broadcaster or Broadcast Listener node. This helps with understanding the game logic. Automatically assigned names can be replaced manually.
Broadcast signals can be used to send information such as values, vectors & object targets.
Any node that sends values, vectors or object targets can be used to send that information through a broadcast signal. Simply create an executing link from a node's value output to the Broadcaster's Execute (with data) input.
Example:
Targeting allows you to send a Broadcast Signal to a specific Broadcast Listener instead of all Listeners in the game.
When the Broadcaster is targeted to an object, only the Listeners that have the same target (and signal) can react to it.
Channels allow you to use the same Broadcast Signal for multiple purposes.
When a Broadcaster is executed, only Broadcast Listeners set to the same signal & channel will be executed.
The channel of both Broadcasters and Broadcast Listeners can be changed during gameplay. This makes it possible to change the purpose of a single node.