Behavior lifecycle: On enable, On disable and On destroy events (#42)
game-maker / suite (push) Successful in 7m29s

Order per instance: On start -> On enable -> On update ... -> On disable
-> On destroy. On enable fires right after On start and whenever the
behavior comes back on (itself and its parents); On disable in the frame
it goes off, the instance stays frozen. On destroy fires when the entity
leaves the world (Destroy node, child of a destroyed object) and when the
world is torn down on stop/restart, preceded by On disable if still on.
A new On start node added while playing still does not fire for a
running instance (kept as is, documented in the wiki).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-12 21:21:35 +02:00
1 parent f0673d1957
commit 6141d07d4f
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@@ -677,7 +677,10 @@ function eqNamesakes(): Record<string, Value> {
const EVENT_NODES: Record<string, string> = {
BehaviorStart: 'nested-behavior.test.ts',
OnStart: 'graph.test.ts',
OnEnable: 'behavior-events.test.ts',
OnUpdate: 'graph.test.ts',
OnDisable: 'behavior-events.test.ts',
OnDestroy: 'behavior-events.test.ts',
OnKeyDown: 'behavior-events.test.ts',
OnKeyUp: 'behavior-events.test.ts',
OnKeyHeld: 'behavior-events.test.ts',