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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.