Configure Event Actions in Game Event Behavior
A damage event can drive UI, audio, and effects through separate callbacks. Open Game Event Behavior to configure its action list, condition, and schedule. A Receiver Inspector can use its own Action Condition in GES 2.3.0 when that receiver needs a separate rule.
Open Game Event Behavior
Select the damage event in Game Event Editor and click its Behavior button. The window contains Action Condition, Event Action, and Schedule Configuration.

Confirm the event signature
Check the event name, argument type, and database in Event Information. The target method's dynamic parameters must match the event signature.

Create OnDamageReceived with a float argument and assign the generated event asset to this component. Call PublishDamage after your damage calculation completes.
using TinyGiants.GES.Runtime;
using UnityEngine;
public sealed class DamageEmitter : MonoBehaviour
{
[GameEventDropdown, SerializeField]
private GameEvent<float> onDamageReceived;
public void PublishDamage(float amount)
{
if (onDamageReceived != null)
onDamageReceived.Raise(amount);
}
}
Gate an action
When the entire Event Action list shares a condition, turn on Enable Conditions under Action Condition. Add a comparison with Event Argument on the left, a Constant of 50 on the right, and the > operator.

This condition gates the manager's action list. To show the damage number on every hit and shake the camera only on heavy hits, turn off Enable Conditions in the event window. Bind the shake and set its threshold in a typed Receiver.
Bind Event Action
Add an Event Action entry, drag a scene object into its object field, and select a method.

For dynamic calls, match the parameter order to the event signature.
| Event signature | Example method |
|---|---|
| No arguments | FlashRed() |
float | ShowNumber(float amount) |
GameObject sender and float argument | HandleHit(GameObject sender, float amount) |
Select ShowNumber(float) in the dynamic section of the method menu to pass the damage value through to the callback.

Configure scheduling
Action Delay, Repeat Interval, and Repeat Count control the event's dispatch. Bind a delayed sound to a separate event if the damage display should update immediately.

For a one-shot sound, set Action Delay to 0.03 and Repeat Interval to 0. To dispatch a separate bleed event three times, set Repeat Interval to 2 and Repeat Count to 3.
Raising the same event again cancels its pending automatic dispatch. Let each runtime effect own its timing when overlapping effects need to run independently.
Verify the damage response in Play Mode
- Raise the damage event with
30. Confirm the damage number and screen flash appear while the camera Receiver stays quiet. - Raise the event with
80. Confirm that the camera shake and the regular feedback both run. - Raise the separate sound or bleed event and verify its delay, interval, and repeat count.
Project code applies damage and raises the event. Adjust callback targets, conditions, and timing on the event or Receiver that owns them.
