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# About Fungus {#about}
<div id="fb-root"></div>
<script>(function(d, s, id) {
var js, fjs = d.getElementsByTagName(s)[0];
if (d.getElementById(id)) return;
js = d.createElement(s); js.id = id;
js.src = "//connect.facebook.net/en_US/sdk.js#xfbml=1&version=v2.5&appId=309953839151751";
fjs.parentNode.insertBefore(js, fjs);
}(document, 'script', 'facebook-jssdk'));</script>
## What is Fungus?
<div class="alert alert-info" role="alert">
Fungus is a tool which makes it easy to add colourful characters and craft gripping storylines in your game, even if you have never used <a href="http://unity3d.com" targer="_blank">Unity</a> before. Our intuitive interface lets everyone create beautiful story games easily - <b>for free and with no coding</b>!
</div>
<a href="https://twitter.com/gofungus" class="twitter-follow-button" data-show-count="false" data-show-screen-name="false">Follow @gofungus</a>
<script>!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],p=/^http:/.test(d.location)?'http':'https';if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src=p+'://platform.twitter.com/widgets.js';fjs.parentNode.insertBefore(js,fjs);}}(document, 'script', 'twitter-wjs');</script>
<div class="fb-share-button" data-href="http://facebook.com/fungusgames" data-layout="button"></div>
<img style="float: right; width: 30%; vertical-align: middle" hspace="20" src="./images/community.jpeg">
## Who's it for?
Fungus is popular with writers, illustrators, animators and game designers, especially visual novel & interactive fiction authors. Many people using Fungus are creating games in Unity for the very first time. It is a popular choice for game jams and game design courses.
<div>&nbsp;</div>
## Free & Open Source
We believe that interactive storytelling should be accessible to everyone, so Fungus is <b>100% free & open source</b>. It works great with both the free and pro versions of Unity 3D. Fungus is inspired by other great open source storytelling tools like [Twine], [Ren'Py] and [Scratch].
<div>&nbsp;</div>
<img style="float: left; width: 45%; vertical-align: middle" hspace="20" src="./images/fungus-town.png">
## Community
The Fungus community is very welcoming and helpful to newcomers. Many people using Fungus have never used Unity or even made a game before, so feel free to ask questions on our [community forum]. Helping other people with their questions is a fantastic and very welcome way to contribute back to the community.
<div>&nbsp;</div>
## Features
<div align="center" style="float:right;">
<iframe width="400" height="225" src="https://youtube.com/embed/kP767dFQaCU?t=5m20s" frameborder="0" allowfullscreen></iframe>
</div>
Fungus allows you to easily add storytelling features to your Unity games with no coding, via an intuitive visual scripting system.
- Suitable for making visual novels, RPGs, hidden object, puzzle and interactive fiction games.
- Flowchart-based character dialogue
- Internationalization of your character dialogue.
- Easy control of sprites, camera and audio to help tell your story
- Works for both 2D and 3D Unity games
- Integrates easily with other Unity code and simple to extend.
- Powerful Lua scripting support for more experienced users
- 100% free and open source
## Contribute
We welcome all sorts of contributions to Fungus. You can report bugs, suggest new features, contribute source code, write an article, help answer questions on the forums or even just tell your friends about the project!
- Issue Tracker: [GitHub issue tracker]
- Source Code: [GitHub code repository]
## Credits
[Chris Gregan] is the main author and maintainer of Fungus. He's co-founder of [Snozbot], along with [John O' Kane] and [Ronan Pearce].
<a target="_blank" href="https://www.packtpub.com/game-development/unity-5x-cookbook"><img hspace="20" style="float: right" src="./images/B03899_MockupCover_Cookbook.jpg"></a>
[Dr. Matt Smith] has kindly contributed the written documentation for the Fungus project. If you're new to Unity development then a great source of information, ideas and sample projects is his [Unity 5.x Cookbook], by Matt and [Chico Queiroz].
[Paul Mc Grath] is Animator / Designer / Film-maker at Whackala. He contributed the [tutorial videos] for this site as well as creating the [Fungus Training Course].
Special thanks also to [Vicky Lee] and [Coding Grace] who have helped us to organise loads of Fungus workshops,
Fungus wouldn't be possible without all the awesome people in our community who have contributed to the project and supported us in myriad ways. Thank you all!
## License
The Fungus software is licensed under the [Open Source MIT License].
<br>
The Fungus documentation is licensed under the [Creative Commons Attribution-NonCommercial License].
[Snozbot]: http://snozbot.com
[Chris Gregan]: http://twitter.com/gofungus
[John O' Kane]: https://twitter.com/johnokane
[Ronan Pearce]: https://twitter.com/ronanpearce
[Vicky Lee]: https://twitter.com/whykay
[Paul Mc Grath]: http://whackala.com
[Coding Grace]: https://www.codinggrace.com
[tutorial videos]: ../tutorial_videos/index.md
[Fungus Training Course]: ../training_course/index.md
[FungusGames.com]: http://www.fungusgames.com
[community forum]: http://fungusgames.com/forum
[Twine]: http://twinery.org
[Ren'Py]: https://www.renpy.org
[Scratch]: https://scratch.mit.edu
[GitHub issue tracker]: https://github.com/snozbot/fungus/issues
[GitHub code repository]: https://github.com/snozbot/fungus
[chris@snozbot.com]: chris@snozbot.com
[Dr. Matt Smith]: https://github.com/dr-matt-smith/
[Creative Commons Attribution-NonCommercial License]: https://creativecommons.org/licenses/by-nc/3.0/
[Open Source MIT License]: https://github.com/snozbot/fungus/blob/master/LICENSE
[Unity 5.x Cookbook]: https://www.packtpub.com/game-development/unity-5x-cookbook
[ITB]: http://www.itb.ie/
[matt book cover image]: ./images/B03899_MockupCover_Cookbook.jpg
[Chico Queiroz]: https://www.linkedin.com/in/chicoqueiroz

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# Narrative Parser Tags
The following tokens can be used within Story Text to do things such as change the styling of text or clear the contents of a dialog area on input and much more.
* {b} Bold Text {/b}
* {i} Italic Text {/i}
* {color=red} Color Text (color){/color}
* {size=30} Text size {/size}
* {s}, {s=60} Writing speed (chars per sec){/s}
* {w}, {w=0.5} Wait (seconds)
* {wi} Wait for input
* {wc} Wait for input and clear
* {wp}, {wp=0.5} Wait on punctuation (seconds){/wp}
* {c} Clear
* {x} Exit, advance to the next command without waiting for input
* {vpunch=10,0.5} Vertically punch screen (intensity,time)
* {hpunch=10,0.5} Horizontally punch screen (intensity,time)
* {punch=10,0.5} Punch screen (intensity,time)
* {flash=0.5} Flash screen (duration)
* {audio=AudioObjectName} Play Audio Once
* {audioloop=AudioObjectName} Play Audio Loop
* {audiopause=AudioObjectName} Pause Audio
* {audiostop=AudioObjectName} Stop Audio
* {m=MessageName} Broadcast message
* {$VarName} Substitute variable
Examples:
```
This is a line of dialog.
{wc}
This is another line of dialog with some {b}bold{/b} styling.
This is another line of dialog with some {color=blue}blue{/b} text.
```

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# Community Articles {#articles}
If you've created an article or video about Fungus let us know on the forum and we'll add it here.
## Morning Fun Games
- [Custom Dialog Like A Comic](https://www.youtube.com/watch?v=RdCAjpQ3iGE)
## Sercan Altun
- [Input Dialog & Writing Custom Commands](http://sercanaltun.com/blog/fungus-game-input-dialog-writing-custom-commands)
- [Loading Characters Dynamically](http://sercanaltun.com/blog/fungus-game-loading-characters-dynamically)
## David Arcila
- [Game Development Resources](https://game-development.zeef.com/david.arcila?utm_source=Facebook&utm_medium=Post&utm_content=game-development&utm_campaign=Rob#block_60669)
## David Sherlock
[http://davidsherlock.co.uk](http://davidsherlock.co.uk)
- [Creating Revision Apps as Text Adventures](http://davidsherlock.co.uk/creating-revision-apps-as-text-adventures/)
- [More attempts to create revision apps using free resources](http://davidsherlock.co.uk/more-attempts-to-create-revision-apps-using-free-resources)
- [Creating your own hidden object game](http://davidsherlock.co.uk/starting-your-own-hidden-object-game)
- [Setting up Unity and Fungus to make #appliedgames](https://youtu.be/t1zf4Qq_GS8)
## Leah Lee
[http://leahlee.studio](http://leahlee.studio)
- [Fungus Research](http://leahlee.studio/fungus-research-week-1)
- [Contributing to Fungus](http://leahlee.studio/contributing-to-fungus-for-unity-week-2/)
- [Using a video as a texture](http://leahlee.studio/using-a-video-as-a-texture)
## Konrad Gadzina
- [Visual scripting w Unity (Polish)](https://www.youtube.com/watch?v=sXRt7pKT4ls&feature=youtu.be)
## Chen
[2D text adventure game dialogue system in Unity 5 (Chinese)](https://www.youtube.com/playlist?list=PLYGd-m5DMaRZgSXtQ4JX3uEKXN67_Jzrp)

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# Blocks {#blocks}
A fundamental concept of Fungus is the **Block**. Blocks contain your Fungus Commands, and reside inside Flowcharts.
<!-- **************************************************** -->
## Blocks (and how to inspect Block properties)
Blocks are found inside Flowcharts. Blocks are where your Fungus Commands are stored. Each Block can contain 1 or more Fungus Commands:
![block](./images/005_blocks/1_block.png "block")
To inspect the properties of a Block do the following:
1. (setup) Create a Fungus Flowchart.
1. Click to select the default Block in the new Flowchart. You should see the Block's properties displayed in the Inspector window:
<br>
![block properties](./images/005_blocks/2_properties.png "block properties")
<br>
<br>
<!-- **************************************************** -->
## Setting Block name and description
When working with more than one Block, its important to name each Block in a meaningful way. To rename a Block do the following:
1. (setup) Create a Fungus Flowchart.
1. Click to select the default Block in the new Flowchart. The selected block has a green outline.
1. You should see the Block's properties displayed in the Inspector window:
<br>
![block properties](./images/011_block_name/2_inspect_block.png "block properties")
<br>
<br>
1. In the Inspector change the text for the Block Name property to "Say Hello".
1. You should now see the Block has been renamed in the Flowchart window:
<br>
![block renamed](./images/011_block_name/3_rename.png "block renamed")
<br>
<br>
1. Now add a detailed description about the Block in the Description property in the Inspector window:
<br>
![block description](./images/011_block_name/4_description.png "block description")
<!-- **************************************************** -->
## Creating a block
To create a new Block do the following:
1. (setup) Create a Fungus Flowchart (or be viewing the Flowchart for your current project).
1. Click the Add New Block button (the plus-sign "+") in the top-left of the Fungus Flowchart window:
<br>
![add block button](./images/006_block_create/1_add_block_button.png "add block button")
<br>
<br>
1. A new Block should have been added to your Flowchart (with the default name "New Block", or "New Block1/2/3 etc." so each name is unique)
<br>
![new block](./images/006_block_create/2_new_block_created.png "new block")
Note - a good time to choose a meaningful name a Block is immediately after creating a new Block ...
<!-- **************************************************** -->
## Delete a Block
To delete a Block from the current Flowchart, do the following:
1. (setup) Create a Fungus Flowchart (or be viewing the Flowchart for your current project).
1. Right-mouse-click over the Block you wish to delete, and choose menu: ```Delete```:
<br>
![delete block](./images/007_block_delete/1_delete_menu.png "delete block")
<br>
<br>
1. The Block should now have been removed from the Flowchart:
<br>
![deleted block](./images/007_block_delete/2_block_deleted.png "deleted block")
<!-- **************************************************** -->
## Duplicate a Block
To duplicate (clone / make an exact copy of) a Block from the current Flowchart, do the following:
1. (setup) Create a Fungus Flowchart (or be viewing the Flowchart for your current project).
1. Right-mouse-click over the Block you wish to duplicate, and choose menu: ```Duplicate```:
<br>
![duplicate block](./images/009_block_duplicate/1_duplicate_menu.png "duplicate block")
<br>
<br>
1. A copy of the Block should now have been added to the Flowchart (with "(copy)" appended the name of the duplicate):
<br>
![duplicated block](./images/009_block_duplicate/2_duplicate_created.png "duplicated block")
Note - a good time to choose a meaningful name a Block is immediately after duplicating one ...
<!-- **************************************************** -->
## Moving blocks
To move / rearrange Blocks in the Flowchart window do the following:
1. (setup) Create a Fungus Flowchart (or be viewing the Flowchart for your current project).
1. Move a Block by clicking-and-dragging with the left mouse button:
<br>
![move block](./images/010_block_move/1_move1.png "move block")
<br>
<br>
1. When you release the mouse button the Block will remain where it was dragged:
<br>
![release block](./images/010_block_move/2_move2.png "release block")
<br>
<br>
![animated move block](./images/010_block_move/animated_block_move.gif "animated move block")
<br>
<!-- **************************************************** -->
## The 3 types of Block (Event Block, Branching Block, Standard Block)
Fungus Flowcharts visually differentiate three differents kinds of Block behavior:
1. Event Block - blue rounded rectangle (Block execution triggered by an event)
1. Branching Block - orange polygon (passes control to 2 or more other Blocks, and not and Event Block)
1. Standard Block - yellow rectangle (no event, passes control to 0 or 1 other blocks)
### 1: Event Block - blue rounded rectangle
One way Fungus decides when to start executing the Commands inside a Block is if a Block has defined an Execute On Event. If a Block has any of the possible Execute On Events chosen (such as Game Started, Message Received, Sprite Drag Completed, Key Pressed etc.) then this Block will be displayed as a **blue rounded rectangle**:
![event block](./images/001_3_block_types/1_event_block.png "event block")
As we can see, the default Block created with every new Flowchart automatically defines the Game Started Execute On Event, so this default Block always is displayed as an Event Block.
NOTE: A Block with an Execute On Event will always appear as an Event Block in the Flowchart, regardless of whether its Commands contain menus or calls to 2 or more Blocks). In other words, in terms of Flowchart appearance, display of an Event Block overrides display of a Branching Block.
### 2: Branching Block - orange polygon
If a Block is *not* an Event Block, and its Commands include Calls and/or Menu commands to execute Commands in 2 or more other Blocks, then in the Flowchart window this Block will be displayed as a Branching Block, visually appearing as an **orange polygon**.
![branching block](./images/001_3_block_types/2_branching_block.png "branching block")
### 3: Standard Block - yellow rectangle
If a Block is *neither* an Event Block *nor* a Command Block, then it is a Standard Block, and will be displayed as an **yellow rectangle**.
![standard block](./images/001_3_block_types/3_standard_block.png "standard block")
<!-- **************************************************** -->
## Connections between Blocks: Flow of Execution
A whole scene's logic can rarely fit all into a single Block, therefore we need ways for one Block to pass execution control to other Blocks. There are several ways to do this, the most common being:
1. the Call Command
1. the Menu Command
<!-- **************************************************** -->
## Executing Commands in another Block with the Call Command
The Call Command tells Fungus to go and start executing the Commands in named Block. There are several ways to do this, we can tell Fungus to Stop execution completely in the current Block, and just pass control to named Block. We can also tell Fungus to go and completed all Commands in the named Block, and when they are finished, to then continue executing any remaining commands in the current Block. Finally, and perhaps the most complicated/sophisticated technique, we can tell Fungus to both started executing Commands in a named Block WHILE simultaneously continuing to execute remaining Commands in the current Block.
To pass control to another Block, and stop executing Commands in the current Block, do the following:
1. (setup) If you have not already done so: Create a new scene, add a Fungus Flowchart to the scene, and select the Block in the Flowchart.
1. Rename this Block "Start".
1. Add to Block "Start" a Say Command with the Story Text "I am in Start".
<br>
![block start](./images/002_call_other_blocks/1_start.png "block start")
<br>
<br>
1. Add a new Block to your Flowchart named "Block2".
1. Add to Block "Block2" a Say Command with the Story Text "I am in Block2".
<br>
![block 2](./images/002_call_other_blocks/2_block2.png "block 2")
<br>
<br>
1. Add to Block "Block2" a Call Command, by choosing menu: ```Flow | Call```:
<br>
![flow call](./images/002_call_other_blocks/3_menu_call.png "flow call")
<br>
<br>
1. With this Call Command Selected, in the Inspector choose Block2 from the list of Blocks for property **Target Block**:
<br>
![call block menu](./images/002_call_other_blocks/4_call_block.png "call block menu")
<br>
<br>
1. Note: We will keep the default of **Target Flowchart** (None), which means the current Flowchart.
1. Note: We will keep the default of **Call Mode** Stop, which means that execution in the current Block (Start) will stop once execution of the called Block has begun.
1. You should now see an arrow in the Flowchart window, connecting Block "Start" with Block "Block2". This visually tells us (the game developer) that a Call or Menu Command is present inside Block "Start" that tells Fungus to execute commands in Block "Block2":
<br>
![arrow between blocks](./images/002_call_other_blocks/5_arrow.png "arrow between blocks")
<br>
<br>
<!-- **************************************** -->
## Executing Commands in another Block with Menu Commands
Let's use a Say command above to ask a tricky mathematical question, and demonstrate the Menu command by offering the user a choice been "correct' and "incorrect" answers. Menu commands transfer control to another block - so we'll need to add 2 new blocks to correspond to the 2 answers.
Do the following:
1. (setup) Create a new scene, add a Fungus Flowchart to the scene, and select the Block in the Flowchart.
1. Rename the Block in the Flowchart to "Question".
1. Create a Say command, with **Story Text** to ask the question: "Is 2 + 2?".
2. Uncheck the "Wait For Click" checkbox (this is so we see the menu options immediately after the Say command has displayed the question):
<br>
![maths say command](./images/004_menu_maths/2_edited_say.png "maths say command")
<br>
<br>
3. Create a new Block, named "Correct" which contains a **Say** command with the text "Well done, you are very mathematical!". Click the plus-sign button in the Flowchart window to add a new Block to the Flowchart, rename it "Correct" and then add that Say command:
<br>
![correct block](./images/004_menu_maths/1_correct_block.png "correct block")
<br>
<br>
4. Select the "Question" block, and add a Menu command by clicking the plus-sign add Command button in the Inspector and then choosing menu: ```Narrative | Menu```.
<br>
![add menu command](./images/004_menu_maths/6_add_menu.png "add menu command")
<br>
<br>
5. With this new Menu command selected (green) in the top half of the Inspector window, set the **Text** to "Yes" and the **Target Block** to your new "Correct" block:
<br>
![menu command](./images/004_menu_maths/4_menu_correct.png "menu command")
<br>
<br>
6. You should now see how the 'flow' of commands can change from Block "hello" to Block "Correct" in the Flowchart window:
<br>
![flow between blocks in Flowchart](./images/004_menu_maths/5_connected_blocks.png "flow between blocks in Flowchart")
<br>
<br>
7. Add a second new Block named "Wrong", containing a Say command with text "Bad luck, perhaps consider a non-mathematical career path..."
<br>
![block for wrong answer](./images/004_menu_maths/7_wrong_block.png "block for wrong answer")
<br>
<br>
8. Now we need to add another Menu command to our "hello" block, offering the user the "No" answer to our maths question, and passing control to Block "Wrong" if they disagree that 2 + 2 = 4. Select the "hello" block, and add a Menu command. With this new Menu command selected (green) in the top half of the Inspector window, set the **Text** to "No" and the **Target Block** to your new "Wrong" block.
9. You should now see in the Flowchart window how block "hello" can pass control to either block "Correct" or Block "Wrong" - depending on which menu answer the user selects.
<br>
![block connected to 2 others](./images/004_menu_maths/8_three_block_menu.png "block connected to 2 others")
<br>
<br>
10. Run the scene, and you should see the Say question appear at the bottom of the screen, and also the two Menu buttons "Yes" and "No" in the middle of the screen. Clicking "Yes" then runs the "Correct" Block's commands, and clicking "No" runs the "Wrong" block's commands:
<br>
![menu running](./images/004_menu_maths/9_menu_running.png "menu running")
<br>
<br>
<br>
![correct screen](./images/004_menu_maths/10_correct.png "correct screen")
<br>
<br>
<br>
![wrong screen](./images/004_menu_maths/11_wrong.png "wrong screen")
<br>
<br>
<!-- **************************************************** -->
## Highlighting connection between blocks by selecting command
In the Inspector window, if you select a Call or Menu Command (executing Commands in another Block in **the same Flowchart**), then you'll see the arrow between the 2 Blocks highlighted in GREEN:
![green arrow highlight](./images/003_highlight_green_arrow/5_arrow.png "green arrow highlight")
<!-- **************************************************** -->
## Setting a Block event handler
Events are one way to declare when you want execution of the Commands in a Block to begin. Typical events include:
- Game Started
- Flowchart enabled
- Message Received
- Key Pressed (Up / Down / Repeat)
- Sprite clicking / drag-dropping interactions
The most common Event used to define when a Block should start execution is, of course, the **Game Started** event. Each new Flowchart automatically starts with a single empty Block that is defined to begin execution when the game starts:
![event block](./images/001_3_block_types/1_event_block.png "event block")
To change the Event defined for a Block, or to assign an event for a Block that had None, do the following:
1. Select the Block in the Flowchart window.
1. In the Inspector window, for property **Execute On Event** choose from the popup menu the desired Event:
![define event](./images/012_define_event/1_define_event.png "define event")

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# Command Reference
* @subpage animation_commands
* @subpage audio_commands
* @subpage camera_commands
* @subpage flow_commands
* @subpage itween_commands
* @subpage narrative_commands
* @subpage scripting_commands
* @subpage sprite_commands
* @subpage variable_commands
* @subpage core_events
* @subpage input_events
* @subpage sprite_events
* @subpage narrative_parser_tokens

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## Play Anim State
Plays a state of an animator according to the state name
Property | Type | Description
--- | --- | ---
Animator | Fungus.AnimatorData | Reference to an Animator component in a game object
State Name | Fungus.StringData | Name of the state you want to play
Layer | Fungus.IntegerData | Layer to play animation on
Time | Fungus.FloatData | Start time of animation
## Reset Anim Trigger
Resets a trigger parameter on an Animator component.
Property | Type | Description
--- | --- | ---
_animator | Fungus.AnimatorData | Reference to an Animator component in a game object
_parameter Name | Fungus.StringData | Name of the trigger Animator parameter that will be reset
## Set Anim Bool
Sets a boolean parameter on an Animator component to control a Unity animation
Property | Type | Description
--- | --- | ---
_animator | Fungus.AnimatorData | Reference to an Animator component in a game object
_parameter Name | Fungus.StringData | Name of the boolean Animator parameter that will have its value changed
Value | Fungus.BooleanData | The boolean value to set the parameter to
## Set Anim Float
Sets a float parameter on an Animator component to control a Unity animation
Property | Type | Description
--- | --- | ---
_animator | Fungus.AnimatorData | Reference to an Animator component in a game object
_parameter Name | Fungus.StringData | Name of the float Animator parameter that will have its value changed
Value | Fungus.FloatData | The float value to set the parameter to
## Set Anim Integer
Sets an integer parameter on an Animator component to control a Unity animation
Property | Type | Description
--- | --- | ---
_animator | Fungus.AnimatorData | Reference to an Animator component in a game object
_parameter Name | Fungus.StringData | Name of the integer Animator parameter that will have its value changed
Value | Fungus.IntegerData | The integer value to set the parameter to
## Set Anim Trigger
Sets a trigger parameter on an Animator component to control a Unity animation
Property | Type | Description
--- | --- | ---
_animator | Fungus.AnimatorData | Reference to an Animator component in a game object
_parameter Name | Fungus.StringData | Name of the trigger Animator parameter that will have its value changed

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## Control Audio
Plays, loops, or stops an audiosource. Any AudioSources with the same tag as the target Audio Source will automatically be stoped.
Property | Type | Description
--- | --- | ---
Control | Fungus.ControlAudio+ControlType | What to do to audio
_audio Source | Fungus.AudioSourceData | Audio clip to play
Start Volume | System.Single | Start audio at this volume
End Volume | System.Single | End audio at this volume
Fade Duration | System.Single | Time to fade between current volume level and target volume level.
Wait Until Finished | System.Boolean | Wait until this command has finished before executing the next command.
## Play Music
Plays looping game music. If any game music is already playing, it is stopped. Game music will continue playing across scene loads.
Property | Type | Description
--- | --- | ---
Music Clip | UnityEngine.AudioClip | Music sound clip to play
At Time | System.Single | Time to begin playing in seconds. If the audio file is compressed, the time index may be inaccurate.
Loop | System.Boolean | The music will start playing again at end.
Fade Duration | System.Single | Length of time to fade out previous playing music.
## Play Sound
Plays a once-off sound effect. Multiple sound effects can be played at the same time.
Property | Type | Description
--- | --- | ---
Sound Clip | UnityEngine.AudioClip | Sound effect clip to play
Volume | System.Single | Volume level of the sound effect
Wait Until Finished | System.Boolean | Wait until the sound has finished playing before continuing execution.
## Play Usfxr Sound
Plays a usfxr synth sound. Use the usfxr editor [Tools > Fungus > Utilities > Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.
Property | Type | Description
--- | --- | ---
Parent Transform | UnityEngine.Transform | Transform to use for positional audio
_ Settings String | Fungus.StringDataMulti | Settings string which describes the audio
Wait Duration | System.Single | Time to wait before executing the next command
## Set Audio Pitch
Sets the global pitch level for audio played with Play Music and Play Sound commands.
Property | Type | Description
--- | --- | ---
Pitch | System.Single | Global pitch level for audio played using the Play Music and Play Sound commands
Fade Duration | System.Single | Time to fade between current pitch level and target pitch level.
Wait Until Finished | System.Boolean | Wait until the pitch change has finished before executing next command
## Set Audio Volume
Sets the global volume level for audio played with Play Music and Play Sound commands.
Property | Type | Description
--- | --- | ---
Volume | System.Single | Global volume level for audio played using Play Music and Play Sound
Fade Duration | System.Single | Time to fade between current volume level and target volume level.
Wait Until Finished | System.Boolean | Wait until the volume fade has completed before continuing.
## Stop Music
Stops the currently playing game music.

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## Fade Screen
Draws a fullscreen texture over the scene to give a fade effect. Setting Target Alpha to 1 will obscure the screen, alpha 0 will reveal the screen. If no Fade Texture is provided then a default flat color texture is used.
Property | Type | Description
--- | --- | ---
Duration | System.Single | Time for fade effect to complete
Target Alpha | System.Single | Current target alpha transparency value. The fade gradually adjusts the alpha to approach this target value.
Wait Until Finished | System.Boolean | Wait until the fade has finished before executing next command
Fade Color | UnityEngine.Color | Color to render fullscreen fade texture with when screen is obscured.
Fade Texture | UnityEngine.Texture2D | Optional texture to use when rendering the fullscreen fade effect.
## Fade To View
Fades the camera out and in again at a position specified by a View object.
Property | Type | Description
--- | --- | ---
Duration | System.Single | Time for fade effect to complete
Fade Out | System.Boolean | Fade from fully visible to opaque at start of fade
Target View | Fungus.View | View to transition to when Fade is complete
Wait Until Finished | System.Boolean | Wait until the fade has finished before executing next command
Fade Color | UnityEngine.Color | Color to render fullscreen fade texture with when screen is obscured.
Fade Texture | UnityEngine.Texture2D | Optional texture to use when rendering the fullscreen fade effect.
Target Camera | UnityEngine.Camera | Camera to use for the fade. Will use main camera if set to none.
## Fullscreen
Sets the application to fullscreen, windowed or toggles the current state.
## Move To View
Moves the camera to a location specified by a View object.
Property | Type | Description
--- | --- | ---
Duration | System.Single | Time for move effect to complete
Target View | Fungus.View | View to transition to when move is complete
Wait Until Finished | System.Boolean | Wait until the fade has finished before executing next command
Target Camera | UnityEngine.Camera | Camera to use for the pan. Will use main camera if set to none.
## Shake Camera
Applies a camera shake effect to the main camera.
Property | Type | Description
--- | --- | ---
Duration | System.Single | Time for camera shake effect to complete
Amount | UnityEngine.Vector2 | Magnitude of shake effect in x & y axes
Wait Until Finished | System.Boolean | Wait until the shake effect has finished before executing next command
## Start Swipe
Activates swipe panning mode where the player can pan the camera within the area between viewA & viewB.
Property | Type | Description
--- | --- | ---
View A | Fungus.View | Defines one extreme of the scrollable area that the player can pan around
View B | Fungus.View | Defines one extreme of the scrollable area that the player can pan around
Duration | System.Single | Time to move the camera to a valid starting position between the two views
Speed Multiplier | System.Single | Multiplier factor for speed of swipe pan
Target Camera | UnityEngine.Camera | Camera to use for the pan. Will use main camera if set to none.
## Stop Swipe
Deactivates swipe panning mode.

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## Flowchart Enabled
The block will execute when the Flowchart game object is enabled.
## Game Started
The block will execute when the game starts playing.
## Message Received
The block will execute when the specified message is received from a Send Message command.
Property | Type | Description
--- | --- | ---
Message | System.String | Fungus message to listen for

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## Key Pressed
The block will execute when a key press event occurs.
Property | Type | Description
--- | --- | ---
Key Press Type | Fungus.KeyPressed+KeyPressType | The type of keypress to activate on
Key Code | UnityEngine.KeyCode | Keycode of the key to activate on

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## Drag Cancelled
The block will execute when the player drags an object and releases it without dropping it on a target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
## Drag Completed
The block will execute when the player drags an object and successfully drops it on a target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Entered
The block will execute when the player is dragging an object which starts touching the target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Exited
The block will execute when the player is dragging an object which stops touching the target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Started
The block will execute when the player starts dragging an object.
## Object Clicked
The block will execute when the user clicks or taps on the clickable object.
Property | Type | Description
--- | --- | ---
Clickable Object | Fungus.Clickable2D | Object that the user can click or tap on

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## Break
Force a loop to terminate immediately.
## Call
Execute another block in the same Flowchart as the command, or in a different Flowchart.
Property | Type | Description
--- | --- | ---
Target Flowchart | Fungus.Flowchart | Flowchart which contains the block to execute. If none is specified then the current Flowchart is used.
Target Block | Fungus.Block | Block to start executing
Start Index | System.Int32 | Command index to start executing
Call Mode | Fungus.Call+CallMode | Select if the calling block should stop or continue executing commands, or wait until the called block finishes.
## Else
Marks the start of a command block to be executed when the preceding If statement is False.
## Else If
Marks the start of a command block to be executed when the preceding If statement is False and the test expression is true.
Property | Type | Description
--- | --- | ---
Variable | Fungus.Variable | Variable to use in expression
Boolean Data | Fungus.BooleanData | Boolean value to compare against
Integer Data | Fungus.IntegerData | Integer value to compare against
Float Data | Fungus.FloatData | Float value to compare against
String Data | Fungus.StringDataMulti | String value to compare against
Compare Operator | Fungus.CompareOperator | The type of comparison to be performed
## End
Marks the end of a conditional block.
## If
If the test expression is true, execute the following command block.
Property | Type | Description
--- | --- | ---
Variable | Fungus.Variable | Variable to use in expression
Boolean Data | Fungus.BooleanData | Boolean value to compare against
Integer Data | Fungus.IntegerData | Integer value to compare against
Float Data | Fungus.FloatData | Float value to compare against
String Data | Fungus.StringDataMulti | String value to compare against
Compare Operator | Fungus.CompareOperator | The type of comparison to be performed
## Jump
Move execution to a specific Label command in the same block
Property | Type | Description
--- | --- | ---
_target Label | Fungus.StringData | Name of a label in this block to jump to
## Label
Marks a position in the command list for execution to jump to.
Property | Type | Description
--- | --- | ---
Key | System.String | Display name for the label
## Load Scene
Loads a new Unity scene and displays an optional loading image. This is useful for splitting a large game across multiple scene files to reduce peak memory usage. Previously loaded assets will be released before loading the scene to free up memory.The scene to be loaded must be added to the scene list in Build Settings.
Property | Type | Description
--- | --- | ---
_scene Name | Fungus.StringData | Name of the scene to load. The scene must also be added to the build settings.
Loading Image | UnityEngine.Texture2D | Image to display while loading the scene
## Quit
Quits the application. Does not work in Editor or Webplayer builds. Shouldn't generally be used on iOS.
## Send Message
Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler.
Property | Type | Description
--- | --- | ---
Message Target | Fungus.SendMessage+MessageTarget | Target flowchart(s) to send the message to
_message | Fungus.StringData | Name of the message to send
## Stop
Stop executing the Block that contains this command.
## Stop Block
Stops executing the named Block
Property | Type | Description
--- | --- | ---
Flowchart | Fungus.Flowchart | Flowchart containing the Block. If none is specified, the parent Flowchart is used.
Block Name | Fungus.StringData | Name of the Block to stop
## Stop Flowchart
Stops execution of all Blocks in a Flowchart
Property | Type | Description
--- | --- | ---
Stop Parent Flowchart | System.Boolean | Stop all executing Blocks in the Flowchart that contains this command
Target Flowcharts | System.Collections.Generic.List`1[Fungus.Flowchart] | Stop all executing Blocks in a list of target Flowcharts
## Wait
Waits for period of time before executing the next command in the block.
Property | Type | Description
--- | --- | ---
_duration | Fungus.FloatData | Duration to wait for
## WaitInput
Waits for a period of time or for player input before executing the next command in the block.
Property | Type | Description
--- | --- | ---
Duration | System.Single | Duration to wait for. If negative will wait until player input occurs.
## While
Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately.
Property | Type | Description
--- | --- | ---
Variable | Fungus.Variable | Variable to use in expression
Boolean Data | Fungus.BooleanData | Boolean value to compare against
Integer Data | Fungus.IntegerData | Integer value to compare against
Float Data | Fungus.FloatData | Float value to compare against
String Data | Fungus.StringDataMulti | String value to compare against
Compare Operator | Fungus.CompareOperator | The type of comparison to be performed

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## Look From
Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time.
Property | Type | Description
--- | --- | ---
_from Transform | Fungus.TransformData | Target transform that the GameObject will look at
_from Position | Fungus.Vector3Data | Target world position that the GameObject will look at, if no From Transform is set
Axis | Fungus.iTweenAxis | Restricts rotation to the supplied axis only
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Look To
Rotates a GameObject to look at a supplied Transform or Vector3 over time.
Property | Type | Description
--- | --- | ---
_to Transform | Fungus.TransformData | Target transform that the GameObject will look at
_to Position | Fungus.Vector3Data | Target world position that the GameObject will look at, if no From Transform is set
Axis | Fungus.iTweenAxis | Restricts rotation to the supplied axis only
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Move Add
Moves a game object by a specified offset over time.
Property | Type | Description
--- | --- | ---
_offset | Fungus.Vector3Data | A translation offset in space the GameObject will animate to
Space | UnityEngine.Space | Apply the transformation in either the world coordinate or local cordinate system
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Move From
Moves a game object from a specified position back to its starting position over time. The position can be defined by a transform in another object (using To Transform) or by setting an absolute position (using To Position, if To Transform is set to None).
Property | Type | Description
--- | --- | ---
_from Transform | Fungus.TransformData | Target transform that the GameObject will move from
_from Position | Fungus.Vector3Data | Target world position that the GameObject will move from, if no From Transform is set
Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Move To
Moves a game object to a specified position over time. The position can be defined by a transform in another object (using To Transform) or by setting an absolute position (using To Position, if To Transform is set to None).
Property | Type | Description
--- | --- | ---
_to Transform | Fungus.TransformData | Target transform that the GameObject will move to
_to Position | Fungus.Vector3Data | Target world position that the GameObject will move to, if no From Transform is set
Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Punch Position
Applies a jolt of force to a GameObject's position and wobbles it back to its initial position.
Property | Type | Description
--- | --- | ---
_amount | Fungus.Vector3Data | A translation offset in space the GameObject will animate to
Space | UnityEngine.Space | Apply the transformation in either the world coordinate or local cordinate system
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Punch Rotation
Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation.
Property | Type | Description
--- | --- | ---
_amount | Fungus.Vector3Data | A rotation offset in space the GameObject will animate to
Space | UnityEngine.Space | Apply the transformation in either the world coordinate or local cordinate system
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Punch Scale
Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale.
Property | Type | Description
--- | --- | ---
_amount | Fungus.Vector3Data | A scale offset in space the GameObject will animate to
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Rotate Add
Rotates a game object by the specified angles over time.
Property | Type | Description
--- | --- | ---
_offset | Fungus.Vector3Data | A rotation offset in space the GameObject will animate to
Space | UnityEngine.Space | Apply the transformation in either the world coordinate or local cordinate system
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Rotate From
Rotates a game object from the specified angles back to its starting orientation over time.
Property | Type | Description
--- | --- | ---
_from Transform | Fungus.TransformData | Target transform that the GameObject will rotate from
_from Rotation | Fungus.Vector3Data | Target rotation that the GameObject will rotate from, if no From Transform is set
Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Rotate To
Rotates a game object to the specified angles over time.
Property | Type | Description
--- | --- | ---
_to Transform | Fungus.TransformData | Target transform that the GameObject will rotate to
_to Rotation | Fungus.Vector3Data | Target rotation that the GameObject will rotate to, if no To Transform is set
Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Scale Add
Changes a game object's scale by a specified offset over time.
Property | Type | Description
--- | --- | ---
_offset | Fungus.Vector3Data | A scale offset in space the GameObject will animate to
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Scale From
Changes a game object's scale to the specified value and back to its original scale over time.
Property | Type | Description
--- | --- | ---
_from Transform | Fungus.TransformData | Target transform that the GameObject will scale from
_from Scale | Fungus.Vector3Data | Target scale that the GameObject will scale from, if no From Transform is set
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Scale To
Changes a game object's scale to a specified value over time.
Property | Type | Description
--- | --- | ---
_to Transform | Fungus.TransformData | Target transform that the GameObject will scale to
_to Scale | Fungus.Vector3Data | Target scale that the GameObject will scale to, if no To Transform is set
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Shake Position
Randomly shakes a GameObject's position by a diminishing amount over time.
Property | Type | Description
--- | --- | ---
_amount | Fungus.Vector3Data | A translation offset in space the GameObject will animate to
Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
Axis | Fungus.iTweenAxis | Restricts rotation to the supplied axis only
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Shake Rotation
Randomly shakes a GameObject's rotation by a diminishing amount over time.
Property | Type | Description
--- | --- | ---
_amount | Fungus.Vector3Data | A rotation offset in space the GameObject will animate to
Space | UnityEngine.Space | Apply the transformation in either the world coordinate or local cordinate system
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Shake Scale
Randomly shakes a GameObject's rotation by a diminishing amount over time.
Property | Type | Description
--- | --- | ---
_amount | Fungus.Vector3Data | A scale offset in space the GameObject will animate to
_target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_tween Name | Fungus.StringData | An individual name useful for stopping iTweens by name
_duration | Fungus.FloatData | The time in seconds the animation will take to complete
Ease Type | Fungus.iTween+EaseType | The shape of the easing curve applied to the animation
Loop Type | Fungus.iTween+LoopType | The type of loop to apply once the animation has completed
Stop Previous Tweens | System.Boolean | Stop any previously added iTweens on this object before adding this iTween
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
## Stop Tween
Stops an active iTween by name.
Property | Type | Description
--- | --- | ---
_tween Name | Fungus.StringData | Stop and destroy any Tweens in current scene with the supplied name
## Stop Tweens
Stop all active iTweens in the current scene.

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## Clear Menu
Clears the options from a menu dialogue
Property | Type | Description
--- | --- | ---
Menu Dialog | Fungus.MenuDialog | Menu Dialog to clear the options on
## Control Stage
Controls the stage on which character portraits are displayed.
Property | Type | Description
--- | --- | ---
Stage | Fungus.Stage | Stage to display characters on
Replaced Stage | Fungus.Stage | Stage to swap with
Use Default Settings | System.Boolean | Use Default Settings
Fade Duration | System.Single | Fade Duration
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
Display | Fungus.StageDisplayType | Display type
## Conversation
Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [: Story text]
## Menu
Displays a button in a multiple choice menu
Property | Type | Description
--- | --- | ---
Text | System.String | Text to display on the menu button
Description | System.String | Notes about the option text for other authors, localization, etc.
Target Block | Fungus.Block | Block to execute when this option is selected
Hide If Visited | System.Boolean | Hide this option if the target block has been executed previously
Interactable | Fungus.BooleanData | If false, the menu option will be displayed but will not be selectable
Set Menu Dialog | Fungus.MenuDialog | A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.
## Menu Timer
Displays a timer bar and executes a target block if the player fails to select a menu option in time.
Property | Type | Description
--- | --- | ---
_duration | Fungus.FloatData | Length of time to display the timer for
Target Block | Fungus.Block | Block to execute when the timer expires
## Portrait
Controls a character portrait.
Property | Type | Description
--- | --- | ---
Stage | Fungus.Stage | Stage to display portrait on
Character | Fungus.Character | Character to display
Replaced Character | Fungus.Character | Character to swap with
Portrait | UnityEngine.Sprite | Portrait to display
Offset | Fungus.PositionOffset | Move the portrait from/to this offset position
From Position | UnityEngine.RectTransform | Move the portrait from this position
To Position | UnityEngine.RectTransform | Move the portrait to this positoin
Facing | Fungus.FacingDirection | Direction character is facing
Use Default Settings | System.Boolean | Use Default Settings
Fade Duration | System.Single | Fade Duration
Move Duration | System.Single | Movement Duration
Shift Offset | UnityEngine.Vector2 | Shift Offset
Move | System.Boolean | Move
Shift Into Place | System.Boolean | Start from offset
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
Display | Fungus.DisplayType | Display type
## Say
Writes text in a dialog box.
Property | Type | Description
--- | --- | ---
Description | System.String | Notes about this story text for other authors, localization, etc.
Character | Fungus.Character | Character that is speaking
Portrait | UnityEngine.Sprite | Portrait that represents speaking character
Voice Over Clip | UnityEngine.AudioClip | Voiceover audio to play when writing the text
Show Always | System.Boolean | Always show this Say text when the command is executed multiple times
Show Count | System.Int32 | Number of times to show this Say text when the command is executed multiple times
Extend Previous | System.Boolean | Type this text in the previous dialog box.
Fade When Done | System.Boolean | Fade out the dialog box when writing has finished and not waiting for input.
Wait For Click | System.Boolean | Wait for player to click before continuing.
Stop Voiceover | System.Boolean | Stop playing voiceover when text finishes writing.
Set Say Dialog | Fungus.SayDialog | Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog.
## Set Language
Set the active language for the scene. A Localization object with a localization file must be present in the scene.
Property | Type | Description
--- | --- | ---
_language Code | Fungus.StringData | Code of the language to set. e.g. ES, DE, JA
## Set Menu Dialog
Sets a custom menu dialog to use when displaying multiple choice menus
Property | Type | Description
--- | --- | ---
Menu Dialog | Fungus.MenuDialog | The Menu Dialog to use for displaying menu buttons
## Set Say Dialog
Sets a custom say dialog to use when displaying story text
Property | Type | Description
--- | --- | ---
Say Dialog | Fungus.SayDialog | The Say Dialog to use for displaying Say story text

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## Comment
Use comments to record design notes and reminders about your game.
Property | Type | Description
--- | --- | ---
Commenter Name | System.String | Name of Commenter
Comment Text | System.String | Text to display for this comment
## Call Method
Calls a named method on a GameObject using the GameObject.SendMessage() system.
Property | Type | Description
--- | --- | ---
Target Object | UnityEngine.GameObject | Target monobehavior which contains the method we want to call
Method Name | System.String | Name of the method to call
Delay | System.Single | Delay (in seconds) before the method will be called
## Debug Log
Writes a log message to the debug console.
Property | Type | Description
--- | --- | ---
Log Type | Fungus.DebugLog+DebugLogType | Display type of debug log info
Log Message | Fungus.StringDataMulti | Text to write to the debug log. Supports variable substitution, e.g. {$Myvar}
## Destroy
Destroys a specified game object in the scene.
Property | Type | Description
--- | --- | ---
_target Game Object | Fungus.GameObjectData | Reference to game object to destroy
## Execute Lua
Executes a Lua code chunk using a Lua Environment.
Property | Type | Description
--- | --- | ---
Lua Environment | Fungus.LuaEnvironment | Lua Environment to use to execute this Lua script
Lua File | UnityEngine.TextAsset | A text file containing Lua script to execute.
Lua Script | System.String | Lua script to execute. This text is appended to the contents of Lua file (if one is specified).
Run As Coroutine | System.Boolean | Execute this Lua script as a Lua coroutine
Wait Until Finished | System.Boolean | Pause command execution until the Lua script has finished execution
Return Variable | Fungus.Variable | A Flowchart variable to store the returned value in.
## Invoke Event
Calls a list of component methods via the Unity Event System (as used in the Unity UI). This command is more efficient than the Invoke Method command but can only pass a single parameter and doesn't support return values.
Property | Type | Description
--- | --- | ---
Delay | System.Single | Delay (in seconds) before the methods will be called
Static Event | UnityEngine.Events.UnityEvent | List of methods to call. Supports methods with no parameters or exactly one string, int, float or object parameter.
Boolean Parameter | Fungus.BooleanData | Boolean parameter to pass to the invoked methods.
Boolean Event | Fungus.InvokeEvent+BooleanEvent | List of methods to call. Supports methods with one boolean parameter.
Integer Parameter | Fungus.IntegerData | Integer parameter to pass to the invoked methods.
Integer Event | Fungus.InvokeEvent+IntegerEvent | List of methods to call. Supports methods with one integer parameter.
Float Parameter | Fungus.FloatData | Float parameter to pass to the invoked methods.
Float Event | Fungus.InvokeEvent+FloatEvent | List of methods to call. Supports methods with one float parameter.
String Parameter | Fungus.StringDataMulti | String parameter to pass to the invoked methods.
String Event | Fungus.InvokeEvent+StringEvent | List of methods to call. Supports methods with one string parameter.
## Invoke Method
Invokes a method of a component via reflection. Supports passing multiple parameters and storing returned values in a Fungus variable.
Property | Type | Description
--- | --- | ---
Target Object | UnityEngine.GameObject | GameObject containing the component method to be invoked
Target Component Assembly Name | System.String | Name of assembly containing the target component
Target Component Fullname | System.String | Full name of the target component
Target Component Text | System.String | Display name of the target component
Target Method | System.String | Name of target method to invoke on the target component
Target Method Text | System.String | Display name of target method to invoke on the target component
Method Parameters | Fungus.InvokeMethodParameter[] | List of parameters to pass to the invoked method
Save Return Value | System.Boolean | If true, store the return value in a flowchart variable of the same type.
Return Value Variable Key | System.String | Name of Fungus variable to store the return value in
Return Value Type | System.String | The type of the return value
Show Inherited | System.Boolean | If true, list all inherited methods for the component
Call Mode | Fungus.Call+CallMode | The coroutine call behavior for methods that return IEnumerator
## Open URL
Opens the specified URL in the browser.
Property | Type | Description
--- | --- | ---
Url | Fungus.StringData | URL to open in the browser
## Set Active
Sets a game object in the scene to be active / inactive.
Property | Type | Description
--- | --- | ---
_target Game Object | Fungus.GameObjectData | Reference to game object to enable / disable
Active State | Fungus.BooleanData | Set to true to enable the game object
## Spawn Object
Spawns a new object based on a reference to a scene or prefab game object.
Property | Type | Description
--- | --- | ---
_source Object | Fungus.GameObjectData | Game object to copy when spawning. Can be a scene object or a prefab.
_parent Transform | Fungus.TransformData | Transform to use for position of newly spawned object.
_spawn Position | Fungus.Vector3Data | Local position of newly spawned object.
_spawn Rotation | Fungus.Vector3Data | Local rotation of newly spawned object.

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## Fade Sprite
Fades a sprite to a target color over a period of time.
Property | Type | Description
--- | --- | ---
Sprite Renderer | UnityEngine.SpriteRenderer | Sprite object to be faded
_duration | Fungus.FloatData | Length of time to perform the fade
_target Color | Fungus.ColorData | Target color to fade to. To only fade transparency level, set the color to white and set the alpha to required transparency.
Wait Until Finished | System.Boolean | Wait until the fade has finished before executing the next command
## Set Clickable 2D
Sets a Clickable2D component to be clickable / non-clickable.
Property | Type | Description
--- | --- | ---
Target Clickable2 D | Fungus.Clickable2D | Reference to Clickable2D component on a gameobject
Active State | Fungus.BooleanData | Set to true to enable the component
## Set Collider
Sets all collider (2d or 3d) components on the target objects to be active / inactive
Property | Type | Description
--- | --- | ---
Target Objects | System.Collections.Generic.List`1[UnityEngine.GameObject] | A list of gameobjects containing collider components to be set active / inactive
Target Tag | System.String | All objects with this tag will have their collider set active / inactive
Active State | Fungus.BooleanData | Set to true to enable the collider components
## Set Draggable 2D
Sets a Draggable2D component to be draggable / non-draggable.
Property | Type | Description
--- | --- | ---
Target Draggable2 D | Fungus.Draggable2D | Reference to Draggable2D component on a gameobject
Active State | Fungus.BooleanData | Set to true to enable the component
## Set Mouse Cursor
Sets the mouse cursor sprite.
Property | Type | Description
--- | --- | ---
Cursor Texture | UnityEngine.Texture2D | Texture to use for cursor. Will use default mouse cursor if no sprite is specified
Hot Spot | UnityEngine.Vector2 | The offset from the top left of the texture to use as the target point
## Set Sorting Layer
Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite).
Property | Type | Description
--- | --- | ---
Target Object | UnityEngine.GameObject | Root Object that will have the Sorting Layer set. Any children will also be affected
Sorting Layer | System.String | The New Layer Name to apply
## Set Sprite Order
Controls the render order of sprites by setting the Order In Layer property of a list of sprites.
Property | Type | Description
--- | --- | ---
Target Sprites | System.Collections.Generic.List`1[UnityEngine.SpriteRenderer] | List of sprites to set the order in layer property on
Order In Layer | Fungus.IntegerData | The order in layer value to set on the target sprites
## Show Sprite
Makes a sprite visible / invisible by setting the color alpha.
Property | Type | Description
--- | --- | ---
Sprite Renderer | UnityEngine.SpriteRenderer | Sprite object to be made visible / invisible
_visible | Fungus.BooleanData | Make the sprite visible or invisible
Affect Children | System.Boolean | Affect the visibility of child sprites

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## Fail
Fails the current integration test
## Pass
Passes the current integration test
## TestNarrative
Test command for narrative integration tests

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## Fade UI
Fades a UI object
Property | Type | Description
--- | --- | ---
Target Objects | System.Collections.Generic.List`1[UnityEngine.GameObject] | List of objects to be affected by the tween
Tween Type | LeanTweenType | Type of tween easing to apply
Wait Until Finished | Fungus.BooleanData | Wait until this command completes before continuing execution
Duration | Fungus.FloatData | Time for the tween to complete
## Get Text
Gets the text property from a UI Text object and stores it in a string variable.
Property | Type | Description
--- | --- | ---
Target Text Object | UnityEngine.GameObject | Text object to get text value from
String Variable | Fungus.StringVariable | String variable to store the text value in
## Set Interactable
Set the interactable sate of selectable objects.
Property | Type | Description
--- | --- | ---
Target Objects | System.Collections.Generic.List`1[UnityEngine.GameObject] | List of objects to be affected by the command
Interactable State | Fungus.BooleanData | Controls if the selectable UI object be interactable or not
## Set Slider Value
Sets the value property of a slider object
Property | Type | Description
--- | --- | ---
Slider | UnityEngine.UI.Slider | Target slider object to set the value on
Value | Fungus.FloatData | Float value to set the slider value to.
## Set Text
Sets the text property on a UI Text object and/or an Input Field object.
Property | Type | Description
--- | --- | ---
Target Text Object | UnityEngine.GameObject | Text object to set text on. Can be a UI Text, Text Field or Text Mesh object.
Text | Fungus.StringDataMulti | String value to assign to the text object
Description | System.String | Notes about this story text for other authors, localization, etc.
## Write
Writes content to a UI Text or Text Mesh object.
Property | Type | Description
--- | --- | ---
Text Object | UnityEngine.GameObject | Text object to set text on. Text, Input Field and Text Mesh objects are supported.
Text | Fungus.StringDataMulti | String value to assign to the text object
Description | System.String | Notes about this story text for other authors, localization, etc.
Clear Text | System.Boolean | Clear existing text before writing new text
Wait Until Finished | System.Boolean | Wait until this command finishes before executing the next command

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## Delete Save Key
Deletes a saved value from permanent storage.
Property | Type | Description
--- | --- | ---
Key | System.String | Name of the saved value. Supports variable substition e.g. "player_{$PlayerNumber}
## Load Variable
Loads a saved value and stores it in a Boolean, Integer, Float or String variable. If the key is not found then the variable is not modified.
Property | Type | Description
--- | --- | ---
Key | System.String | Name of the saved value. Supports variable substition e.g. "player_{$PlayerNumber}"
Variable | Fungus.Variable | Variable to store the value in.
## Random Float
Sets an float variable to a random value in the defined range.
Property | Type | Description
--- | --- | ---
Variable | Fungus.FloatVariable | The variable whos value will be set
Min Value | Fungus.FloatData | Minimum value for random range
Max Value | Fungus.FloatData | Maximum value for random range
## Random Integer
Sets an integer variable to a random value in the defined range.
Property | Type | Description
--- | --- | ---
Variable | Fungus.IntegerVariable | The variable whos value will be set
Min Value | Fungus.IntegerData | Minimum value for random range
Max Value | Fungus.IntegerData | Maximum value for random range
## Read Text File
Reads in a text file and stores the contents in a string variable
Property | Type | Description
--- | --- | ---
Text File | UnityEngine.TextAsset | Text file to read into the string variable
String Variable | Fungus.StringVariable | String variable to store the tex file contents in
## Reset
Resets the state of all commands and variables in the Flowchart.
Property | Type | Description
--- | --- | ---
Reset Commands | System.Boolean | Reset state of all commands in the script
Reset Variables | System.Boolean | Reset variables back to their default values
## Save Variable
Save an Boolean, Integer, Float or String variable to persistent storage using a string key. The value can be loaded again later using the Load Variable command. You can also use the Set Save Profile command to manage separate save profiles for multiple players.
Property | Type | Description
--- | --- | ---
Key | System.String | Name of the saved value. Supports variable substition e.g. "player_{$PlayerNumber}
Variable | Fungus.Variable | Variable to read the value from. Only Boolean, Integer, Float and String are supported.
## Set Save Profile
Sets the active profile that the Save Variable and Load Variable commands will use. This is useful to crete multiple player save games. Once set, the profile applies across all Flowcharts and will also persist across scene loads.
Property | Type | Description
--- | --- | ---
Save Profile Name | System.String | Name of save profile to make active.
## Set Variable
Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type.
Property | Type | Description
--- | --- | ---
Variable | Fungus.Variable | The variable whos value will be set
Set Operator | Fungus.SetVariable+SetOperator | The type of math operation to be performed
Boolean Data | Fungus.BooleanData | Boolean value to set with
Integer Data | Fungus.IntegerData | Integer value to set with
Float Data | Fungus.FloatData | Float value to set with
String Data | Fungus.StringDataMulti | String value to set with

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# TL;DR
Be nice to each other :)
# Code of conduct
We want an open and respectful community at Fungus. So we would ask you when communicating (for example, posting on our Forums, Comments or github repository ) to be friendly and helpful. We find, for most people, this is not a problem. Our list of guidelines below is not exhaustive but should give a strong indication of what we consider acceptable community behaviour.
## Be welcoming
We welcome and support people of all backgrounds and identities. This includes, but is not limited to members of any race, ethnicity, culture, national origin, colour, immigration status, social and economic class, educational level, sex, sexual orientation, gender identity and expression, age, size, family status, political belief, religion, and mental and physical ability.
## Be respectful
It's ok to disagree with someone. It's not ok to personally attack someone. Instead, focus on helping to resolve issues and learning from mistakes.
Bullying or Harassment will not be tolerated
The following behaviours are not acceptable:
- Violent threats or language directed against another person.
- Sexist, racist, or otherwise discriminatory jokes and language.
- Posting sexually explicit or violent material.
- Posting (or threatening to post) other people's personally identifying information ("doxing").
- Sharing private content, such as emails sent privately or non-publicly, or unlogged forums such as IRC channel history.
- Personal insults, especially those using racist or sexist terms.
- Unwelcome sexual attention.
- Excessive or unnecessary profanity.
- Repeated harassment of others. In general, if someone asks you to stop, then stop.
- Advocating for, or encouraging, any of the above behaviour.
## Assume Good Intentions
Give people the benefit of the doubt. If you believe they have acted against the code of conduct, please refer them to this document. Remember, although English is the primary language of Fungus development, that not all members have English as their primary language.
Thanks to [http://www.apache.org/foundation/policies/conduct.html](http://www.apache.org/foundation/policies/conduct.html) and [https://www.djangoproject.com/conduct](https://www.djangoproject.com/conduct) for inspiration and content.
If you have any questions about these guidelines please contact us.

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# The Conversation system {#conversation}
The Say and Portrait commands are a powerful way to build character dialogue, but it can be tedious to add large amounts of dialogue this way.
The Conversation system provides a simplified format that allows you to quickly control:
- Which character is speaking
- Which portrait image to use (either on the Say Dialog or on the Stage portrait)
- Which stage position to move to the character to (if using the Stage)
- When to hide a character
To create a conversation, add the Conversation command (Narrative > Conversation) to a Block and enter the conversation text.
# Example
```text
john bored left: Oh, so that's how you use the Conversation command.
sherlock eyeroll right: Yes, well done John.
You catch on quickly don't you?
hide john "offscreen left": I sure do.
-- This is a comment, it doesn't appear in the conversation
john angry middle: Wait, what!
left: There's no need to be rude Sherlock!
bored: Not like that would stop you.
sherlock excited: AHA! So that's how you do a conversation from Lua!
Fascinating.
john: Yes, riveting.
john hide:
sherlock hide:
```
# Format
The format for conversation text is:
```text
[character] [portrait] [position] [hide] : [Dialogue text]
```
- character: The gameobject name or Name Text value of the speaking character.
- portrait: The name of a sprite in the character's Portraits list.
- position: The name of a position object in the Stage (e.g. Left, Middle, Right, Offscreen Left, Offscreen Right)
- hide: Hides the character
Parameters go on the left of the colon and the dialogue text goes on the right. You can omit any parameter and specify them in any order. Parameters are separated by spaces. If you need to use a name which contains spaces, wrap it in quotation marks e.g. "John Watson". Parameters are case insensitive. Blank lines and comment lines starting with -- are ignored. A line of dialogue text on its own will be spoken by the most recent character. You can omit dialogue text, but remember you still need to add the : character at the end of the line.
# String substitution
You can use the normal string subsitution syntax {$VarName} anywhere in the conversation text. For example if you have a string Flowchart variable called PlayerName you can embed this in a conversation like this:
```text
john: Hi there {$PlayerName}.
```
# Localization
You can use the string substitution feature above with a [Lua string table](../fungus_lua/string_table.md) to localize the conversation for multiple languages.
The Conversation system does not work with the Localization component in Fungus because the syntax makes it difficult to localize that way.
# Lua
The conversation system can also be used [from Lua](../fungus_lua/controlling_fungus.md#conversation-function).

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# Download {#download}
This page desribes how to download and install Unity and Fungus.
# Video Tutorial
<iframe width="560" height="315" src="https://www.youtube.com/embed/BQRdRz9Q5VY" frameborder="0" allowfullscreen></iframe>
# How do I install Fungus?
1. Install the latest version of [Unity](http://unity3D.com/get-unity).
3. Launch Unity and create a new Project by selecting File > New Project.
4. Select 'Use Defaults for 2D' when creating the new project.
To install Fungus from the Asset Store (recommended):
1. Open the Asset Store window in Unity
2. Search for Fungus, or use [this link](http://u3d.as/f0T)
3. Download and import Fungus to your project using the Asset Store window.
To install Fungus from the latest release on Github:
1. Download the latest Fungus .unitypackage from [Github](https://github.com/FungusGames/Fungus/releases/latest)
2. Import Fungus into the new project by selecting Assets > Import Package > Custom Package.
First steps:
1. Display the Flowchart editor window by selecting Window > Tools > Fungus > Flowchart Window.
2. For convenience, you should dock the Flowchart window somewhere in the editor window.
3. In the project window, open The Hunter example scene (FungusExamples > TheHunter > TheHunter.unity).
4. Press play and click through the example game.
Try playing the other example scenes and watch how the gameplay is controlled by the flowchart in the Fungus Script window.
# How do I upgrade an existing Fungus project ?
To upgrade an existing project to the latest version of Fungus.
1. Take a backup of your project. No really, do it!
2. We recommend updating to the latest version of [Unity](http://unity3D.com/get-unity).
3. Delete the Fungus and FungusExamples folders from your project.
4. Download and import the latest version of Fungus.
We try to maintain backwards compatibility between releases but sometimes breaking changes are necessary. If you're having trouble upgrading your project just ask for assistance on the forum.
# Fungus System Requirements
- We recommend installing the latest version of Unity 3D.
- Fungus requires at least Unity 5.0 and is not compatible with Unity 4.x or earlier.
- Fungus works with both the PC & Mac versions of Unity
- Fungus works with both the free Personal and Professional editions of Unity
- Official Unity list of system requirements [available here](http://unity3d.com/unity/system-requirements).

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## Flowchart Enabled
The block will execute when the Flowchart game object is enabled.
## Game Started
The block will execute when the game starts playing.
## Message Received
The block will execute when the specified message is received from a Send Message command.
Property | Type | Description
--- | --- | ---
Message | System.String | Fungus message to listen for

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## Key Pressed
The block will execute when a key press event occurs.
Property | Type | Description
--- | --- | ---
Key Press Type | Fungus.KeyPressed+KeyPressType | The type of keypress to activate on
Key Code | UnityEngine.KeyCode | Keycode of the key to activate on

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## Drag Cancelled
The block will execute when the player drags an object and releases it without dropping it on a target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
## Drag Completed
The block will execute when the player drags an object and successfully drops it on a target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Entered
The block will execute when the player is dragging an object which starts touching the target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Exited
The block will execute when the player is dragging an object which stops touching the target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Started
The block will execute when the player starts dragging an object.
## Object Clicked
The block will execute when the user clicks or taps on the clickable object.
Property | Type | Description
--- | --- | ---
Clickable Object | Fungus.Clickable2D | Object that the user can click or tap on

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## Button Clicked
The block will execute when the user clicks on the target UI button object.
Property | Type | Description
--- | --- | ---
Target Button | UnityEngine.UI.Button | The UI Button that the user can click on
## End Edit
The block will execute when the user finishes editing the text in the input field.
Property | Type | Description
--- | --- | ---
Target Input Field | UnityEngine.UI.InputField | The UI Input Field that the user can enter text into

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# Frequently Asked Questions {#faq}
## What is Fungus ?
Fungus is a free open source tool for creating storytelling games, with a strong focus on accessibility for novice game developers. Users all over the world are now using it to create a wonderfully diverse range of storytelling games.
## Who makes Fungus ?
Fungus is developed by [Snozbot](http://snozbot.com), a small independent games company. Chris Gregan is the main developer of Fungus.
## Where do I get Fungus ?
Fungus is available on the [Unity Asset Store](http://u3d.as/f0T) and in the download section of this website.
## Is Fungus really free to use?
Yes. Fungus has an Open Source M.I.T. license. You can use Fungus with any version of the Unity game engine, including the freely available personal edition.
## Can I sell the apps I make with Fungus ?
Yes. We do not charge a license fee.
## What platforms does Fungus support ?
Fungus runs on any platform supported by the Unity game engine. See here for a list of supported platforms.
## Do I need to be a programmer to use Fungus ?
No. Fungus can be used to make a variety of story-driven games with no coding required.
## Is Fungus useful for programmers ?
Yes. Fungus provides an easy way to add visual novel features to any Unity game. It is also possible to extend Fungus to customise the workflow for your team. Checkout the documentation and tutorials for more information.
## Where can I learn more about Fungus ?
We provide extensive tutorials and documentation on our website here. There is also a comprehensive online training course suitable for beginners at Udemy.
## I've made something cool with Fungus. Wanna see?
Most definitely! Please tweet @gofungus and/or post an item in the announcements section of our forum.
## How can I upload my Fungus game for others to see?
After creating a build, you can use a hosting service such as [itch.io](http://itch.io), [gamejolt.com](http://gamejolt.com) or [newgrounds.com](http://newgrounds.com)
## How can I suggest new features for Fungus ?
Please use the forum to request new features. You can also checkout our github issues list to see what we have planned.
## How do I report a bug in Fungus?
Please use the forum to report bugs.
## How long will I have to wait for a bug-fix ?
If a bug is critical and we can't offer a sensible workaround, we will try to fix it as soon as possible. Otherwise, we will aim to fix the issue in the next release.
## Can I get my hands on beta versions of Fungus ?
The very latest version is always available at our [github repository](https://github.com/snozbot/fungus)
## How can I contribute to Fungus?
There are lots of ways to help the Fungus community to grow
1. Answer questions and post tips on the forum
2. Contribute code either via a Github pull request or post code snippets in the forums.
3. Improve the documentation by editing the [fungus-site repo](https://github.com/snozbot/fungus-site) and send in a pull request.
4. Let us know on the forum if you've made a game with Fungus so we can add it to the site.
5. If you write an article, blog post, podcast, etc. about Fungus send it in and we'll add it to the [community articles](../articles/index.md) section.
## Are you planning to integrate Fungus into other game engines ?
Not currently. We're sticking with Unity for the foreseeable future.

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