Blueprint events
Build an event as a graph of nodes and wires that can branch, loop, count and remember
Blueprint mode builds an event as a graph of nodes and wires instead of a list of steps. One event can then decide what to do: thank a big gift differently, count toward a goal, or take turns between two reactions.
Know how a Blueprint runs
Every graph starts at the Event node, which runs each time the trigger fires. White exec wires say what runs next. Colored data wires carry values: red for true or false, green for a number, pink for text.
The trigger, its rules, cooldowns and queue stay on the event, so they work as they do for a Simple event. Only the list of steps becomes a graph, and each event holds one.
Make an event a Blueprint
On the Events tab, switch on Blueprint mode beside the heading. New Event then opens a Blueprint. Simple and Blueprint events sit side by side in the list, and a Blueprint's row carries a Blueprint chip.
With the mode on, the Simple editor offers Open as Blueprint for a new event and Convert to Blueprint for a saved one, and so does a Simple row's right-click menu. The copy opens unsaved and runs the same steps.
Switch back to a Simple event
Right-click a Blueprint row and choose Convert to simple event. It changes at once, and the notice offers Undo. The entry is dimmed when the graph uses something a list can't show, such as a Branch or a variable; rest the pointer on it to see why.
Find your way around the editor
A Blueprint opens full screen, and the dock and the Events list step aside. The header holds Import, Export, Test values, Save & run, Save and Cancel, beside a status that reads No problems or counts the errors and warnings.
- My Blueprint, on the left, lists your Variables and every node.
- Details, on the right, edits what you select. Select the Event node to change the trigger and its rules, then click Apply trigger.
- Compile results, along the bottom, lists every problem. Click one to go to its node.
Drag the edge of a side panel to resize it, and double-click the edge to reset it. In a narrow window, My Blueprint becomes a strip of icons and Details slides in from the right.
Add a node
Click Add node in the canvas toolbar, press Shift+A, or right-click empty canvas. Type in Search nodes, then press Enter. Drag a wire from a pin into empty space, and the list shows only the nodes that fit it and wires up the one you pick.
| Family | Nodes |
|---|---|
| Flow control | Branch, Sequence, Parallel, Random, Delay, For Loop, Do Once, Do N, Flip Flop, Switch on Text, Switch on Number |
| Trigger data | Get Trigger Data, Get Trigger Field, Has Role |
| Math | Add, Subtract, Multiply, Divide, Remainder, Min, Max, Clamp, Round, Absolute, Random Number |
| Logic | Compare, AND, OR, NOT |
| Text | Format Text, Compare Text, Join Text, Change Case, Text Length, To Number |
| Variables | Get Variable, Set Variable |
| Actions | Action (any step except Wait and Group), Run another event |
| Utilities | Print, Comment, Reroute |
Delay waits 0–600 seconds, and a For Loop runs at most 100 times. An Action node goes on through Then; when its step fails, it takes Failed instead, if that pin is wired. Some steps take a value from a wire, such as the Text a spoken line says.
Wire nodes together
Drag from an output pin to an input pin. A badge by the pointer shows a tick and the pin the wire will join, or an X with the reason it can't, such as "This pin takes a number. Use To Number to read one from text."
A number or a true-or-false value turns into text on its own. An exec output and a data input hold one wire each, so a new wire replaces the old one. Hold Alt and click a pin to break its wires.
Keep values in variables
Click Add variable in My Blueprint, then set its Type, Starting value and Scope: Event for this Blueprint only, or Global to share it by name with every Blueprint event. Get and Set add a node for it.
Now shows what the variable holds, as this event's last runs left it. Values last until the app closes, and the reset arrow beside Now puts one back to its starting value.
Test a Blueprint
Click Test values to choose what the trigger pretends to carry, such as a viewer name, a gift, diamonds or a comment. Then click Save & run: Vfinity saves the event and runs it once as a test, as the play button on its row does.
Each node lights up as the run passes through it, and one that fails flashes red. A Print node writes to the Debug Console. You can save a Blueprint with errors, but its row shows Fix the Blueprint while any remain.
Undo and tidy up
Undo and Redo cover every change to the graph, including a trigger change you applied. Arrange lays the graph out left to right along its exec wires. Press C to wrap the selected nodes in a Comment.
Share one event
Export saves the event to a file with its trigger, its Blueprint and the sounds and media it uses, saving your changes first. On another PC, start a new Blueprint and click Import: the file's event takes the place of what the editor shows, and a Simple event comes in as a Blueprint that runs the same steps.
Connect VTube Studio before you import: each Trigger a hotkey action is matched by name to a hotkey of the loaded model, and the notice names any it can't find. Nothing is kept until you click Save.
Choose what goes into the backup file.
Older builds
A Vfinity build older than Alpha 0.4.0 doesn't run Blueprint events. Share Blueprint files with people on Alpha 0.4.0 or later.