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🎯Conditions

Conditions allow you to check the state of your 3D scene or respond to events. Use these in Construct 3 Event Sheets to create interactive 3D experiences.

Object Conditions

📦

On Object Created

object

Triggered when a new 3D object is successfully created in the scene.

Triggers when:

A new object is spawned or created

Parameters

object
Object placeholder to check whether created

Example Usage:

// On Object Created With placeholder "hero" -> Log "New object: " & object
Event Trigger
📦

Is Object Loaded In Scene

object
📋

Returns true if the object with the specified placeholder is currently loaded in the scene.

Triggers when:

Checks whether a specific object is present in the scene.

Parameters

object
The placeholder of the object to check for presence in the scene.

Example Usage:

// If Object with placeholder "enemyBoss" is loaded -> Play animation
State Check
📦

On Object Destroyed

object

Triggered when an object is destroyed and removed from the scene.

Triggers when:

An object with the specified placeholder is destroyed or removed from the scene.

Parameters

Object
The placeholder of the object to monitor for destruction (optional: leave empty to listen for all objects).

Example Usage:

// On Object Destroyed with placeholder "barrel01" -> Spawn explosion effect
Event Trigger
📦

On Any Object Destroyed

object

Triggered when an any object is destroyed and removed from the scene.

Triggers when:

An any object destroyed or removed from the scene.

Example Usage:

// On Any Object Destroyed with placeholder "barrel01" -> Spawn explosion effect
Event Trigger
📦

On Object Failed Create

object

Triggered when a 3D object fails to be created in the scene.

Triggers when:

An object creation attempt fails due to invalid data, missing assets, or other errors.

Example Usage:

// On Object Failed To Create -> Log error or retry
Event Trigger
📦

Is Visible

object
📋

Check if an object is currently visible to the camera.

Parameters

Object
The placeholder of the object is visible

Example Usage:

// Check if object is visible Is Visible ("enemy_1") -> Enable AI Behavior
State Check

Scene Conditions

🌍

On 3D Scene Created

scene

Triggered when a new 3D scene is successfully created.

Triggers when:

A new scene is created and initialized in the engine.

Example Usage:

// On scene creation -> Log "Scene created successfully"
Event Trigger
🌍

On 3D Scene Create Fail

scene

Triggered when a 3D scene fails to create due to an error or invalid input.

Triggers when:

A scene creation attempt fails.

Example Usage:

// On scene creation failure -> Log "Failed to create scene"
Event Trigger

Animations

🎬

On Animation Clip Finished

animation

Triggered when a specific animation clip finishes playing on an object.

Triggers when:

An animation clip finishes playing completely.

Parameters

Object
The placeholder of the object whose animation finished
animationIndex
The index of the animation clip that finished

Example Usage:

// On Animation Clip Finished for object "player" index 2 -> Trigger next action
Event Trigger
🎬

On Animation Loop Finished

animation

Triggered when an animation loop finishes playing on an object.

Triggers when:

An animation loop completes (e.g., a looping walk cycle ends its set loop count).

Parameters

Object
The placeholder of the object whose animation loop finished
animationIndex
The index of the animation loop that finished

Example Usage:

// On Animation Loop Finished for object "npc01" index 0 -> Switch to idle animation
Event Trigger
🎬

For Each Animation

animation
🔁

Loops through each animation available on a specified object.

Triggers when:

Iterates through all animations for a given object.

Parameters

Object
The placeholder of the object whose animations will be iterated

Example Usage:

// For Each Animation on object 'enemy' -> Print animation name or index
Loop / Iteration

Raycast

📦

On Raycast Hit

object

Triggered when a raycast hits any object in the scene.

Triggers when:

A raycast intersects with an object.

Example Usage:

// On raycast hit -> Log "Ray hit object!"
Event Trigger

Utils

📋

Pick Object By Instace Id

utils
📋

Picks Object instance by id( currently it picks only one object per block)

Parameters

Object
The placeholder object to pick
Instance id
Instance id to pick the placeholder object specific instance

Example Usage:

// On pick object "PlaceholderObject" with instance id 2 -> Log "Set Postion X to 5"
State Check

Usage Tips

Event Triggers vs State Checks

  • ⚡ Event Triggers - Run once when something happens (On Object Created, On Model Loaded)
  • 🔍 State Checks - Continuously check conditions (Is Visible, Camera Is Moving)

Performance Considerations

  • Use state-checking conditions sparingly in Every Tick events
  • Prefer event triggers for better performance when possible
  • Cache condition results when checking the same thing multiple times

Parameter Types

  • Object - Placeholder object(which can be any sprite or dedicated object which is developed alongside with this addon) identifier for specific objects
  • comparison - Operators like >, <, =, >=, <=
  • margin - Float value for tolerance/buffer zones (0.0 to 1.0)