Machinations Documentation
  • What is Machinations?
  • ☉Getting Started
    • Explore
    • Interface
    • Framework Basics
    • How-To Videos
  • ▷ Simulations
    • Run Modes
    • Charts
  • ⦽ Basic Nodes
    • Pools
    • Sources
    • Drains
  • ⇢ Connections
    • Resource Connections
    • State Connections
      • Label Modifiers
      • Node Modifiers
      • Triggers
      • Activators
    • Labels
  • ⧰ Advanced Nodes
  • Converters & Traders
  • Gates
    • Sorting Gates
    • Trigger Gates
    • Mixed Gates
  • Registers
    • Math.js Functions
  • Delays & Queues
  • End Conditions
  • Artificial Player
  • ✑ Nodes Properties
    • Activation Modes
    • Pulling & Pushing Resources
    • Filter (Colour Coding)
  • ⚯ Collaboration
    • Live Collaborative Editing
    • Public Diagrams
    • Google Sheets
    • Tags
  • ♔ Accounts
    • User Profile
    • Pricing
    • Billing Policy
    • Team Management
  • ☆ Tips
    • Shortcuts
    • Best Practices
  • ⚙️Unity Plugin (UP) & API
    • Game Engine Plugin
    • Quick Start
    • Main Concepts
    • Real-Time Sync
    • Unity Integration Guide
    • Known Issues
    • Key Features
      • Game-Aware Analytics
      • Local Cache
      • Game State Awareness
      • Data Formats & Handoff
  • ≏ Evolution
    • Changelog
    • Framework Diff Log
  • 〄 Localisations
  • 🇷🇺 RU by Lev "evlko" Kobelev
Powered by GitBook
On this page
  1. Unity Plugin (UP) & API
  2. Key Features

Data Formats & Handoff

Getting your Machinations over to game-side

PreviousGame State AwarenessNextChangelog

Last updated 4 years ago

Users of Machinations UP will, simply by virtue of using the plugin, have immediate game-side access to a part of their game design data.

The level of game-side access will depend on how much of their Machinations diagrams have been integrated into their production. This works due to UP’s system.

⚙️
Local Cache