Create new types of puzzles where two states of a message would be needed, such as a lever code.

When a state (A or B) is triggered, send a specified message.

PERFORMANCE TIP In multiplayer Experiences, there are two layers of logic that will not communicate with each other: singleplayer [SP] and multiplayer [MP]. For best performance, only apply [MP] behaviours and components to objects that MUST be synchronised to all players (or communicate on that layer), and maximise use of the [SP] (Client Only) layer.

USAGE TIP The [MP] version of this component will not communicate with Quests or [SP] behaviours or components. It can be used in singleplayer Experiences.

Common Uses

  • Create logic for puzzles with two different types of messages

  • Avoid using Door behaviour, which is only available in [MP], to send messages to [SP] and [MP] objects depending on the state of the door (opened/closed).

  • Communicating messages to the Rules system when an object's state is triggered.


Inputs: One or more messages to trigger each state (A or B)

Outputs: One message out depending on the state triggered

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