Event Sheets¶
Event Sheets are Sektor's visual logic system — build gameplay without writing code, with deterministic execution and full undo.
The model¶
An Event Sheet is a tree of events, groups, and comments. Each event has:
- Conditions that filter which objects are picked this tick.
- Actions that change the world, operating on the picked objects.
Conditions and actions come from an engine-owned, searchable operation registry. Selection flows down the tree: AND blocks progressively narrow the picked set, OR blocks union successful branches, and sub-events inherit their parent's picked instances with sibling isolation.
Typed data¶
- Variables — typed, with compare/set/add/toggle actions.
- Functions — typed parameters, call frames, and returns, with recursion guards.
- Expressions — a typed expression runtime with a guided
fxbuilder: arithmetic, comparisons, string ops, vectors, object properties, and built-ins likeclamp,distance,sqrt, and trig.
Execution contexts¶
Loops and iteration are first-class: Repeat, For Range, and For Each fan out one selection context per iteration. A bounded custom-event/signal queue lets events communicate safely across the sheet.
Safety¶
Execution is bounded by explicit budgets (loop iterations, executions per tick) to keep a runaway sheet from hanging the game. Everything is deterministic, persists with the project, and participates in undo/redo — and the same data path is available to AI.
Play mode
Event Sheets run in the isolated Play runtime. Your authoring scene is never modified; Stop restores it exactly.