Your first gimmick
A switch that shows and hides a mirror when clicked. Start with your world's scene open in Unity.
Add a trigger
- Select the object to be the switch (a Cube, say)
- Add
- The Inspector shows "When → What to do". It is empty, so starter buttons are listed
The starter Click to show / hide does the steps below in one go. Here they are one by one, so you can see what it makes.
Other starters include A button only admins can press, Show how many players are here, Count down from 10, Put objects back where they were and Count each player's visits (saved). Each works once you drag in the objects or texts.
Pick "when"
Press + Add a "when" (event). In the list, pick the Common category, then Interact (clicking the object).
It needs a collider
Clicking needs a collider on the object. Without one the card shows an Add a collider button that adds one fitted to the object.
List what to do
Press + Add what to do on the card, and pick Toggle Active under Show / hide. Drag the mirror from the Hierarchy into Target.
Run it
Press Play: the cards become UdonSharp and run. Click the object in ClientSim to try it.
This happens by itself before Play and builds. Apply now at the top of the Inspector does it right away.
A red frame
A card with something missing gets a red frame and says why inside. Show them in the status at the top opens only the cards with problems.
Next
- When → What to do: how cards work
- Variables and sync: a switch everyone shares