Asset Browser

Available since v2.1.0. The Asset Browser succeeds the Variable Monitor’s state overview functionality from v1.1.0.

Purpose

This guide explains how to use the Asset Browser Window to manage and inspect all your Reactive SO assets in one place. You will learn to search, filter, and interact with assets during Play Mode.


Opening the window

Navigate to Window > Reactive SO > Asset Browser.

Asset Browser


Features

The Asset Browser provides a unified view for all Reactive SO asset types.

  • Event Channels
  • Actions
  • Variables
  • Runtime Sets
  • Reactive Entity Sets

Tabs

Use the tabs at the top to switch between asset categories.

Search and filter

Control Description
Search Bar Filter assets by name.
Type Filter Filter assets by their specific type (e.g., show only IntEventChannelSO).

Drag and drop

You can drag assets directly from the list into Inspector fields. This makes it easy to assign dependencies without searching through the Project window.


Play Mode interactions

The Asset Browser becomes interactive during Play Mode.

Event Channels

Event type Behavior
Void Events Click the Raise button to fire the event immediately.
Other Events Click Raise to ping the asset in the Project window (manual trigger requires Inspector).

Actions

Action type Behavior
Execute Button Click to execute the action immediately.
Typed Actions For ActionSO<T>, clicking Execute selects the asset in the Project window. You can then provide parameters via the Inspector’s Manual Execute section.

Variables

The Value Column displays the current runtime value of the variable and updates in real-time.

Runtime Sets

The Count Column displays the number of items currently in the set.

Reactive Entity Sets

The Count Column displays the number of registered entities.


Use cases

Project overview

Quickly see all defined events and variables in your project to avoid creating duplicates.

Debugging events

Fire void events (like OnGameStart or OnPlayerDeath) directly from the list to test system responses.

Testing actions

Trigger game logic defined in Actions directly from the editor without needing to create temporary UI buttons.

Monitoring state

Watch variable values update in real-time across multiple variables without selecting them individually.


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