Glossary
Words used in this manual and in Tripwire.
| Word | Meaning |
|---|---|
| Trigger | The Tripwire Trigger component on an object; gimmicks are built from its cards |
| Card | One "when" with its list of what to do |
| Event (when) | What starts it: a click, entering an area... |
| Action (what to do) | What runs when the event happens |
| Variable | A value the trigger remembers |
| Sync | Keeping a value the same on every screen |
| Owner | The player allowed to change a synced value; Tripwire makes whoever changes it the owner |
| Only my screen | Run actions only for the player the event happened to (Local) |
| Everyone's screen | Run actions on every present player's screen (All); players who join later don't get them |
| Owner's screen | Run actions only on the owner's screen (Owner) |
| Players who join later | Players who enter the instance after a value changed; synced variables give them the current value |
| Udon | What runs gimmicks in VRChat worlds |
| UdonSharp | A tool for writing Udon programs in C#; Tripwire writes UdonSharp scripts |
| ClientSim | Lets you try VRChat behavior inside Unity, when you press Play |
| Apply | Converting the cards to UdonSharp and attaching it; done by itself before Play and builds |
| Simple / Detailed | How much the pickers show |