Broadcast Types

❗️

Deprecated

This feature or component is deprecated and you should not use it.

It is not available in the latest VRChat SDK, and is either non-functional, or will no longer receive updates. It will be removed at a later date.

Triggers and Actions have been replaced by VRChat Udon, a powerful, easy to use scripting system that enables creation of both simple behaviors and complex interactions in VRChat worlds.

When a adding a Trigger, you have the option to set who can trigger the trigger and whether the triggered action is buffered for new players who join the world or not.

The main differences being:

  • All normal types are buffered (apart from local)
  • Unbuffered doesn't buffer the trigger for people who join the room late
  • BufferOne only buffers the last trigger of that type on the event handler

Type

Description

Always

Can be triggered by anyone the room, is sent to all players in the room and is run for anyone else who later joins the room

Master

Can be triggered by the master of the room, is sent to all players in the room and is run for anyone else who later joins the room.

Owner

Can be triggered by the owner of the object, is sent to all players in the room and is run for any anyone else who later joins the room.

Local

Triggers for the local player only.

AlwaysUnbuffered

Can be triggered by anyone the room, is sent to all players in the room and is NOT run for anyone else who later joins the room

MasterUnbuffered

Can be triggered by the master of the room, is sent to all players in the room and is NOT run for anyone else who later joins the room.

OwnerUnbuffered

Can be triggered by the owner of the object, is sent to all players in the room and is NOT run for any anyone else who later joins the room.

AlwaysBufferOne

Can be triggered by anyone the room, is sent to all players in the room and only buffers the last trigger of the triggered type. BufferOne is best practice for performance and state syncing.

MasterBufferOne

Can be triggered by the master of the room, is sent to all players in the room and only buffers the last trigger of the triggered type. BufferOne is best practice for performance and state syncing.

OwnerBufferOne

Can be triggered by the owner of the object, is sent to all players in the room and only buffers the last trigger of the triggered type. BufferOne is best practice for performance and state syncing.


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