Unity + LEGO® Microgame
Behaviour Brick Manual
October 2020
Version 1.0
Actions and Triggers
Actions Triggers
Two types of bricks that can produce interesting behaviours when
combined
Triggers and actions are simple and predictable. They mainly do one thing.
Actions trigger on play and give different behaviour to the connected
model (for example, move, explode, and play audio).
Triggers control when an action happens (for example, on touch, input, or
at a time interval). The target actions for triggers can be set as:
● all actions connected to the same model
● any identified actions in your Scene.
Gameplay parameters for both actions and triggers are exposed in the
Inspector.
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Actions
Action: Alive
Make your model come to life
The Alive action makes your model feel less static by adding a simple
animation to it.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
Idea
Combine the Alive action with a Pickup
trigger, then the characters in your game will
start celebrating that you collected all the Make your model come to life with a simple animation
pickups
Action: Audio
Audio is important to every game
The Audio action plays an audio clip next to a model or as background
music.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Volume
•Spatial
•Loop
Idea
Combine the Audio action with an Input trigger
to create a fun jukebox. Run up to the jukebox,
press play and hear the funky tunes. Play an audio clip
Action: Control
Completely different types of games
You can create different types of controllable characters and
vehicles with the Control action. It replaces the Character
Controller.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Input Type
•Speed
•Rotation Speed
Idea
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Combine the Control action with a Shoot action
and an Input trigger to create a controllable
spaceship that can shoot asteroids. Make the attached model a controllable vehicle
Action: Elevator
Make the LEGO® model move up and down
The Elevator action moves a LEGO® model up and down. On its
own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Distance
•Time
•Pause
•Collide
•Repeat
Idea
Combine an Elevator action with a Touch
trigger to make the model move once the
player touches the model. Moves the platform up and down
Action: Explode
BANG, explode the model
The Explode action can be used to break apart a model.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Power
Idea
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Combine the Explode action with a Touch trigger and
Pickup Action to make hidden collectables that are
only reachable when model is destroyed. Break apart the model, see it explode by placing the Explode action
Action: Hazard
Careful, don’t touch this
Create dangerous obstacles using the Hazard action. Touch it and
it is game over!
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Effect
Idea
Combine the Hazard action with a Touch
trigger to make a dangerous poison cauldron.
Make part of your level hazardous, then be careful touching this
Action: Hover
Make your level scenery more dynamic
The Hover action is a great way to make your game feel more
dynamic and provide more challenges for your players, by making
LEGO models hover.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Amplitude
•Time
•Collide
Idea
Combine the Hover action with the Timer
trigger and see the ghosts move at midnight.
Make the model hover in the air to make it a bit more tricky to reach the
platform
Action: Look At
I’m looking at you
The Look At action make a model orient itself to look at the
targeted object, player or specific object in the Scene.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Look At
•Speed
•Rotate
•Time
•Pause
Idea
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Combine the Look At action with a Nearby
trigger and Shoot action to make a dangerous
enemy that shoots directly at you when you Makes the model look at the player or a specific object
enters its area.
Action: Lose
Try Again!
The Lose action make the player lose the game.
On its own, the action will trigger when the game starts, meaning
without a trigger brick you will lose immediately — unfair!
Available properties you can configure:
•Audio
Idea
Combine the Lose action with a Timer trigger to
transform your game into a time trial game
mode. Complete the game before the timer It will make you lose the game :(
runs out!
Action: Move
Move, move, move
The Move action moves a model in a desired direction.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Distance
•Time
•Pause
•Collide
Idea
Combine the Move action with the Look At
action to make your trusted horse move
towards you. Moves the connected model in the direction of the arrow
Action: Pickup
Collectables or items for your game
The Pickup action can be used to create collectables for your
game, but is also useful to create items such as keys for doors.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Scope
•Effect
Idea
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Combine the Pickup action with a Touch trigger
and Explode action to make a trap for your
player. Makes the attached model become a collectable object.
Action: Platform
Makes the LEGO® model move forward and backwards
The Platform action makes a model move forward and backwards
allowing you to create platforms, doors and many other things.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Distance
•Time
•Pause
•Collide
Idea
Combine the Platform action with an Input
trigger to make a door that you can open and
close by pressing a button. Moves the platform forward and backwards
Action: Rotate
Getting dizzy, rotating
The Rotate action makes the model rotate around, enabling you to
create platforms, doors, obstacles and evil machines.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Angle
•Time
•Pause
•Collide
Idea
Combine the Rotate brick with a remote Touch
trigger to open and lower the castle bridge
gate. Make the connected model rotate
Action: Shoot
Shoot bananas, lasers, pizzas anything!
The Shoot action can be used to create dangerous enemies and traps.
On its own, the action will trigger when the game starts.
Available properties you can configure:
•Audio
•Projectile
•Velocity
•Accuracy
•Lifetime
•Pause
•Gravity
Idea
Combine the Shoot action with a Nearby
trigger to create a dangerous pizza oven that
shoots pizzas when you get close Make an obstacles that shoots dangerous… bananas
Action: Win
You Win!
The Win action makes the player win the game.
On its own, the action will trigger when the game starts – meaning
without a trigger brick you will win immediately, too easy!
Available properties you can configure:
•Audio
Idea
Combine the Win action with a Pickup trigger to
create a game mode where you have to collect
all the objects in the game to win. It will make you win the game :)
Triggers
Trigger: Input
The model needs your input
The Input trigger can be used to register keyboard inputs to trigger
specific actions, for example opening doors or waking up enemies.
Available properties you can configure:
•Target
•Input
•Other Key
•Enable
•Distance
•Show Prompt
Idea
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Combine the Input trigger with Shoot and
Rotate action bricks to make a laser cannon
you can control from a control panel. Use the assigned keyboard key to make the platform move
Trigger: Nearby
Get close to this one
The Nearby trigger can be used to trigger actions when a Player or
other object is near the brick.
Available properties you can configure:
•Scope
•Target
•Sense
•Distance
•Repeat
Idea
Combine Nearby trigger with a Rotate
action to make fun obstacles that triggers
when you get close to it. Get near the plants to trigger the Audio action
Trigger: Pickup
Pick up an object
The Pickup trigger is useful to create unique win conditions or
obstacles that requires the player to pickup a specific object.
Available properties you can configure:
•Target
•Mode
•Repeat
Idea
Combine Pickup trigger with a Platform action to
make a door that requires a key to unlock. Define
a collectable in the scene as key and have it Triggers the Win action if all pickups has been collected
trigger the Platform action once collected.
Trigger: Random
A dice roll
The Random trigger can be used to create less predictable
behaviours for your game.
Available properties you can configure:
•Target
•Min Time
•Max Time
Idea
Combine the Random trigger with a Rotate
action to create difficult obstacles for the
player. Moves the platform up and down, at random intervals
Trigger: Timer
Like clockwork
The Timer trigger is useful to trigger actions at specific time
intervals.
Available properties you can configure:
•Target
•Time
Idea
Combine Timer trigger with the Win action to
create game modes where you have a specific
amount of time to get points. Shoots projectiles at a specified time interval
Trigger: Touch
Touch the model
The Touch trigger is useful to trigger actions when a Player or
other game object in the Scene touches the brick.
Available properties you can configure:
•Scope
•Target
•Sense
•Repeat
Idea
Combine the Touch trigger with a Move action
to make the statue move away when the player
touches it. Reach the end of the level to win the game