Lifecycle Events
Built-in authoring reference for Mercury 1.0.1. All events.
Activated
Runs after this Object changes from inactive to active.
Reference key: activated.
Editor category: Lifecycle > Object Lifecycle.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Begin Step
Runs at the start of each game step, before regular Step events.
Reference key: beginStep.
Editor category: Lifecycle > Update Loop.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Create
Runs once when an instance is created.
Reference key: create.
Editor category: Lifecycle > Object Lifecycle.
Example: Use Create to give a coin its first random position or set an enemy initial speed.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Deactivated
Runs once as this Object changes from active to inactive.
Reference key: deactivated.
Editor category: Lifecycle > Object Lifecycle.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Destroy
Runs when an instance is destroyed.
Reference key: destroy.
Editor category: Lifecycle > Object Lifecycle.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
End Step
Runs at the end of each game step, after regular Step events.
Reference key: endStep.
Editor category: Lifecycle > Update Loop.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Game End
Runs when the game ends.
Reference key: gameEnd.
Editor category: Lifecycle > Scene and Game.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Game Start
Runs once when the game starts.
Reference key: gameStart.
Editor category: Lifecycle > Scene and Game.
Example: Use Game Start to set global variables before the first scene appears.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
No Instances Left
Runs on every listener when the last live instance of the selected Object is destroyed. A parent Object counts its children, so “Rock” means no Large, Medium, or Small rocks are left.
Reference key: noInstancesLeft.
Editor category: Lifecycle > Object Lifecycle.
Example: On No Instances Left [Rock] → Wait 2 seconds, then start the next wave.
Object inputs: self.
Filter (Object): Select the Object definition relevant to this Event. Collision filters select the other participant; the Event Object input identifies its live occurrence.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
On Disable
Runs once after this Logic changes from enabled to disabled. It still runs for this transition even though the Logic is now disabled.
Reference key: behaviorDisabled.
Editor category: Lifecycle > Logic Lifecycle.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
On Enable
Runs once after this Logic changes from disabled to enabled. It does not run when an instance is first created.
Reference key: behaviorEnabled.
Editor category: Lifecycle > Logic Lifecycle.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Scene End
Runs when the scene is about to end.
Reference key: sceneEnd.
Editor category: Lifecycle > Scene and Game.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Scene Start
Runs when the scene starts.
Reference key: sceneStart.
Editor category: Lifecycle > Scene and Game.
Example: Use Scene Start to reset scene-specific state or start music.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
Step
Runs every game step while the instance exists.
Reference key: step.
Editor category: Lifecycle > Update Loop.
Example: Use Step for Logic that must update continuously while the instance exists.
Object inputs: self.
Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.
This Event exposes no additional context fields. Configure its filter and Object inputs where offered; a missing field is not an implicit zero-valued output.
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