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Version: 2026.3

Control Manager Nodes

These nodes allow to manage the Control Manager and its Informative Items.

Expose Nodes

Expose Control Manager Node

🔍 Reflectis > Expose > Reflectis ControlManager: Expose Control Manager

This Node exposes the data of a Control Manager.

  • ⬇️ Input:

    • ControlManager (ControlManager), reference to the Control Manager. If left empty, it defaults to the component on the same GameObject.
  • ⬆️ Output:

    • InformativeItemList (List<InformativeItem_Abstract>), the list of Informative Items contained in the Control Manager.

Flow Nodes

End Control Manager Node

🔍 Reflectis > Flow > Reflectis ControlManager: End Control Manager

This Node ends the execution of the referenced Control Manager.

  • ⬇️ Input:
    • ControlManagerReference (ControlManager), reference to the Control Manager to end. If left empty, it defaults to the component on the same GameObject.

End Informative Item Node

🔍 Reflectis > Flow > Reflectis ControlManager: End Informative Item

This Node ends the execution of the referenced Informative Item.

  • ⬇️ Input:
    • InformativeItemToEnd (InformativeItem_Abstract), reference to the Informative Item to end. If left empty, it defaults to the component on the same GameObject.

Hover Informative Item Node

🔍 Reflectis > Flow > Reflectis ControlManager: Hover Informative Item

This Node manages the hover state of an Informative Item.

  • ⬇️ Input:
    • InformativeItemToHover (InformativeItem_Abstract), reference to the Informative Item. If left empty, it defaults to the component on the same GameObject
    • Hovering (bool), a boolean that determines whether to enter (true) or exit (false) the hover state.

Highlight Item with material Node

🔍 Reflectis > Flow > Reflectis ControlManager: Highlight Item with material

This Node highlights an Informative Item using a specific material at the given index.

  • ⬇️ Input:
    • Informative_Highlight (Informative_Highlight), reference to the Informative Highlight component. If left empty, it defaults to the component on the same GameObject
    • Index (int), the index of the material to use for highlighting.

Reset Highlight Item Node

🔍 Reflectis > Flow > Reflectis ControlManager: Reset Highlight Item

This Node resets the highlight of an Informative Item back to its default state.

  • ⬇️ Input:
    • Informative_Highlight (Informative_Highlight), reference to the Informative Highlight component. If left empty, it defaults to the component on the same GameObject.

Select Informative Item Node

🔍 Reflectis > Flow > Reflectis ControlManager: Select Informative Item

This Node manages the selection state of an Informative Item.

  • ⬇️ Input:
    • InformativeItemToSelect (InformativeItem_Abstract), reference to the Informative Item. If left empty, it defaults to the component on the same GameObject
    • Selecting (bool), a boolean that determines whether to select (true) or deselect (false) the item.

Start Informative Item Node

🔍 Reflectis > Flow > Reflectis ControlManager: Start Informative Item

This Node starts the execution of the referenced Informative Item.

  • ⬇️ Input:
    • InformativeItemToStart (InformativeItem_Abstract), reference to the Informative Item to start. If left empty, it defaults to the component on the same GameObject.

Start Informative Item at index Node

🔍 Reflectis > Flow > Reflectis ControlManager: Start Informative Item at index

This Node starts the execution of the Informative Item at the specified index within a Control Manager.

  • ⬇️ Input:
    • ControlManager (ControlManager), reference to the Control Manager. If left empty, it defaults to the component on the same GameObject
    • Index (int), the index of the Informative Item to start.

Event Nodes

These nodes allow you to connect and trigger flows from specific moments of the Control Manager lifecycle.

On Control End

🔍 Events > Reflectis > Reflectis ControlManager: On Control End

This event triggers when the Control Manager ends its execution.

  • ⬇️ Input:
    • ControlManagerReference (ControlManager), reference to the Control Manager component to monitor. If left empty, it defaults to the component on the same GameObject.

On Informative Item End

🔍 Events > Reflectis > Reflectis ControlManager: On Informative Item End

This event triggers when an Informative Item finishes its execution.

  • ⬇️ Input:
    • InformativeItemReference (InformativeItem_Abstract), reference to the Informative Item to monitor. If left empty, it defaults to the component on the same GameObject.

On Informative Item Started

🔍 Events > Reflectis > Reflectis ControlManager: On Informative Item Started

This event triggers when an Informative Item starts its execution.

  • ⬇️ Input:
    • InformativeItemReference (InformativeItem_Abstract), reference to the Informative Item to monitor. If left empty, it defaults to the component on the same GameObject.