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  • Executing Logic from a Block
  • Handling Dynamic References
  1. Game Creator 2 Assets
  2. LogicBlock

Running Block Lists

Collapse for best Performance After you've finished configuring the instruction, setting references, and selecting the block, it's recommended to collapse the instruction in the Inspector. This prevents Unity from reloading and loading the full references list every time you select the GameObject, helping to keep the editor fast and responsive, especially in larger projects or when using many LogicBlock calls in the same GameObject

Executing Logic from a Block

To run logic stored inside a list inside a Block, use the appropriate instruction within a Trigger, Condition, or Action:

  • Use Run Instruction Block List to execute a list of instructions.

  • Use Run Conditions Block List to evaluate a condition list.


1. Select the Block

In the instruction, use the Block field to assign the Block asset that contains the list you want to run. Once selected, a dropdown will appear showing all available Instruction or Condition lists in that Block. Choose the list you want to execute.


2. Set the Target (Optional)

You can specify who or what the executed instructions should affect.

  • By default, the Target is set to Target, following standard Game Creator 2 behavior.

  • You can override this and choose a specific GameObject, Self, or another reference, depending on your needs.


3. Instancing (Optional but Important)

Enable Instance Block if the same list will be run simultaneously from multiple sources.

This is important when, for example:

  • Multiple GameObjects (e.g., rotating gameobjects) use the same logic at the same time.

  • Several enemies or triggers execute the same list inside the Block concurrently.

Why it matters: Without instancing, shared lists may cause interference or unpredictable behavior when triggered in parallel.

Handling Dynamic References

If the selected list contains References, each reference will appear as an individual field within the instruction.

  • You can assign values to these fields before running the list.

  • These values are passed into the Block at runtime, allowing you to customize the behavior dynamically for each call.

Example: If the list expects a GameObject and an Item, you’ll see fields for both, letting you specify which objects to use each time the instruction runs.

This enables you to reuse a single logic list throughout your game while tailoring its behavior through references on a per-call basis.

You may also leave reference fields empty if your logic doesn’t require them. In that case, any instructions depending on unassigned references will respond as designed, such as doing nothing, failing silently, or using default values, depending on their implementation.

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Last updated 23 hours ago

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