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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 fx builder: arithmetic, comparisons, string ops, vectors, object properties, and built-ins like clamp, 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.