# MonoBehaviour Events # {#monobeh_events} See [Unity MonoBehaviour Messages](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html) for more context. [TOC] # Animator # {#Animator} The block will execute on the selected OnAnimator messages from Unity. Defined in Fungus.AnimatorState Property | Type | Description --- | --- | --- FireOn | System.Enum | OnAnimatorIK, OnAnimatorMove. Flags to determine which of the Unity messages causes this event to fire. IKLayer | System.Int32 | IK layer to trigger on. Negative is all. # Application # {#Application} The block will execute on the selected OnApplication messages from Unity. Defined in Fungus.ApplicationState Property | Type | Description --- | --- | --- FireOn | System.Enum | OnApplicationGetFocus, OnApplicationLoseFocus, OnApplicationPause, OnApplicationResume, OnApplicationQuit. Flags to determine which of the Unity messages causes this event to fire. # CharacterCollider # {#CharacterCollider} The block will execute on the OnControllerColliderHit messages from Unity & tags pass tests. Defined in Fungus.CharacterControllerCollide Property | Type | Description --- | --- | --- tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's. # Collision # {#Collision} The block will execute on the OnCollision related messages from Unity & tags pass tests. Used for the 3D physics system, see the [collision detection occurs ](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info. Defined in Fungus.Collision Property | Type | Description --- | --- | --- tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's. FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. # Collision2D # {#Collision2D} The block will execute on the OnCollision related messages from Unity & tags pass tests. Used for the 2D physics system, see the [collision detection occurs ](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info. Defined in Fungus.Collision2D Property | Type | Description --- | --- | --- tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's. FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. # Mouse # {#Mouse} The block will execute on the selected OnMouse messages from Unity. Defined in Fungus.Mouse Property | Type | Description --- | --- | --- FireOn | System.Enum | OnMouseDown, OnMouseDrag, OnMouseEnter, OnMouseExit, OnMouseOver, OnMouseUp, OnMouseUpAsButton. Flags to determine which of the Unity messages causes this event to fire. # Particle # {#Particle} The block will execute on the OnParticle related messages from Unity & tags pass tests. Defined in Fungus.Particle Property | Type | Description --- | --- | --- tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's. FireOn | System.Enum | OnParticleCollision, OnParticleTrigger. Flags to determine which of the Unity messages causes this event to fire. OnParticleCollision uses the tag filter, OnParticleTrigger has no parameters provided by Unity. # Render # {#Render} The block will execute on the selected On*Render messages from Unity. Defined in Fungus.Render Property | Type | Description --- | --- | --- FireOn | System.Enum | OnPostRender, OnPreCull, OnPreRender, OnRenderObject, OnWillRenderObject, OnBecameInvisible, OnBecameVisible. Flags to determine which of the Unity messages causes this event to fire. # Transform # {#Transform} The block will execute on the selected transform changed messages from Unity. Defined in Fungus.TransformChanged Property | Type | Description --- | --- | --- FireOn | System.Enum | OnTransformChildrenChanged, OnTransformParentChanged. Flags to determine which of the Unity messages causes this event to fire. # Trigger # {#Trigger} The block will execute on the OnTrigger related messages from Unity & tags pass tests. Used for the 3D physics system, see the [trigger messages sent upon](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info. Defined in Fungus.Trigger Property | Type | Description --- | --- | --- tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's. FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. # Trigger2D # {#Trigger2D} The block will execute on the OnTrigger*2D related messages from Unity & tags pass tests. Used for the 2D physics system, see the [trigger messages sent upon](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info. Defined in Fungus.Trigger2D Property | Type | Description --- | --- | --- tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's. FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. # Update # {#Update} The block will execute on the selected update messages from Unity. Defined in Fungus.UpdateTick Property | Type | Description --- | --- | --- FireOn | System.Enum | Update, FixedUpdate, LateUpdate. Flags to determine which of the Unity messages causes this event to fire.