Event Nodes
Notify another graph or an integrated event system.
Use `Raise Internal Event` for named signals inside GCS. Use `Raise GES Event` only when Game Event System is installed and the graph must raise a selected GES asset.Use Raise Internal Event for named signals inside GCS. Use Raise GES Event only when Game Event System is installed and the graph must raise a selected GES asset.
Node Usage
Raise Internal Event
Broadcasts a named event through the current GCS battle controller. Use it with On Internal Event to let separate graphs react without a direct wire between them.
Inputs
In(Control):Raises the event when execution reaches the node
Outputs
Out(Control):Continues after the synchronous event raise
Parameters
Event Name(String):Empty;Exact name received by matchingOn Internal Evententries; an empty name does nothingArg Bindings(Binding list):Empty;Named values added to the event payload
Each binding contains Arg Name, Source, and Fixed Value. Blank names are skipped; repeated names overwrite the earlier value. Source can be Fixed, SourceUnitId, DefaultTargetUnitId, AttackerUnitId, LastDamage, LastArmor, LastHeal, CardInstanceId, CardSourceGuid, BattleTurnNumber, or PlayerEnergy. Context values fall back to 0 or an empty string when unavailable.
The raise does nothing when the battle controller is unavailable. Listeners compare the event name exactly, so keep spelling and capitalization consistent.
Raise GES Event
Raises a Game Event System event by asset GUID. Use it to bridge a card, status, or enemy graph into project-level systems that already listen through GES.
Inputs
In(Control):Builds the configured sender and argument, then raises the GES event
Outputs
Out(Control):Continues after the raise attempt
Parameters
GES Event Guid(Asset GUID):Empty;Shown as theGES Eventasset picker; the other rows appear only after a valid event is selected and the integration is availableGES Arg Type Full Name(Type name):Empty;Written automatically from the selected event's argument type and not shown as an editable text field; selects the builder path but does not convert raw valuesGES Arg Source(Context source):Fixed;Shown asArg Sourceonly for a primitive-like argument; chooses the raw Fixed, integer context, or GUID string valueGES Arg Fixed Value(String):Empty;Shown asArg Valueonly when the primitive argument source isFixedGES Arg Object Value(Unity object):None;Shown as theArgobject picker only when the argument type derives fromUnityEngine.ObjectGES Arg Json(JSON):Empty;Backing storage for a non-primitive, non-Unity-object argument; edited through the structuredArgpopup rather than a raw JSON fieldGES Sender Type Full Name(Type name):Empty;Written automatically from the selected event's sender type and not shown as editable text; enables the sender + argument overload without coercing the raw valueGES Sender Arg Source(Context source):Fixed;Shown asSender Sourceonly for a primitive-like sender; chooses the raw Fixed, integer context, or GUID string valueGES Sender Fixed Value(String):Empty;Shown asSender Valueonly when the primitive sender source isFixedGES Sender Object Value(Unity object):None;Shown as theSenderobject picker only when the sender type derives fromUnityEngine.ObjectGES Sender Json(JSON):Empty;Backing storage for a complex sender; edited through the structuredSenderpopup rather than a raw JSON field
Both source dropdowns offer Fixed, SourceUnitId, DefaultTargetUnitId, AttackerUnitId, LastDamage, LastArmor, LastHeal, CardInstanceId, CardSourceGuid, BattleTurnNumber, and PlayerEnergy. With no sender or argument type, the parameterless event is raised; an argument type uses the single-argument overload; a sender type uses the sender + argument overload. Invalid type names or failed JSON produce null values, and JSON failures are logged.
Fixed always produces a String. Unit IDs, damage, armor, healing, card instance ID, turn number, and energy produce an Integer; CardSourceGuid produces a String. Declaring float, bool, long, or another primitive type does not convert those raw values before the GES bridge passes them to the strongly typed event. Match the declared type to the actual raw value, or use a correctly typed Unity object / JSON value; a mismatched primitive value can fail to raise the typed event
This node requires the optional Game Event System bridge. If the project does not include GES, use Raise Internal Event for communication inside GCS