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
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.StringData 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.StringData String value to compare against
Compare Operator Fungus.CompareOperator The type of comparison to be performed

Jump

Move execution to a specific Label command

Property Type Description
Target Label Fungus.Label Label 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 System.String 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 System.String Name of the message to send

Stop

Stop executing the Block that contains this command.

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 System.Single Duration to wait for

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.StringData String value to compare against
Compare Operator Fungus.CompareOperator The type of comparison to be performed