Hook

Fires a named hook back to the integrating studio. The game receives the hook’s name and parameters, and its handler does whatever the project needs (camera moves, achievements, particle effects, custom UI). For the cross-cutting Condition and Timing properties shared by every event, see Event types.

The Hook event composer, expanded in the Node inspector.

Fields

Hook Name

The hook identifier, typed into a free-text field; there is no picker or predefined list. Common patterns: shake_camera, play_particle, unlock_achievement. The identifier is agreed between the writer and the studio’s integration code; neither the editor nor the runtime validates the name, so a typo here fires a hook nothing listens for.

Parameters

A list of name-and-value rows passed along with the hook. Type a parameter name, add it, and fill in its value; remove a row with the ✕ button. Which parameters a hook expects is project-specific and agreed with the studio’s integration code.

Use cases

A hook with tuning parameters. Type a hook name like shake_camera into Hook Name and add intensity and duration entries to Parameters so the studio’s handler can drive the underlying system with the exact values you want for this firing.

A hook that carries identifiers to the host. Type a hook name like unlock_achievement into Hook Name and add entries to Parameters for the identifier and any display fields (title, description). The host maps these to its own systems.

A bare hook with no tuning. Type the hook name into Hook Name and leave Parameters empty. The host’s handler runs its default behavior with no extra configuration. Useful when the hook itself is the whole signal.

See also

  • Dialogue: for in-narrative responses paired with hooks.
  • Audio Cue: for engine-managed audio (prefer over a custom hook).
Docs last synced: 2026-07-08
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