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πŸŸ₯ Once

πŸŸ₯ Once



The Once block allows you to limit the execution of a flow to a single occurrence, acting as a logical "gate" (DoOnce/Gate). It blocks subsequent passages after first use, while providing controls to reset its state.


This block is ideal for preventing unwanted repetitions (e.g. multiple triggering of a trap) or guaranteeing the uniqueness of an action (e.g. distribution of a reward).


πŸ“₯ Entries


  • in (Flow): Input flow to execute if the block is open. Once passed, the block closes automatically.
  • open (Control flow): Forces the block to open, allowing the in flow to pass again.
  • close (Control flow): Forces the block to close, blocking any further passage.
  • toggle (Control flow): Inverts the current state of the block (open β†’ closed / closed β†’ open).
  • closed (Boolean): Initial state of the block upon loading (True = closed, False = open by default).


πŸ“€ Outings


  • out (Flow): Output flow activated only if the block was open when in was triggered.


πŸ’‘ Example of use


Scenario: Single-use emergency button


  1. A red β€œAlert” button is placed in a level.
  2. Clicking on this button is connected to the in input of the Once block (set to closed = False).
  3. The out output triggers an audible alarm and sends a message to the guards.
  4. The player presses once: the alarm goes off, and the block closes automatically.
  5. The player presses again: nothing happens, because the block is now closed.
  6. To reset the button (e.g. after a level reset), a stream is connected to the open input.


βš™οΈ Technical Details

  • Internal behavior: The block maintains a persistent closed state. Triggering in toggles this state from open to closed by default.
  • Priority management: The open, close and toggle entries take precedence over the current state and can modify it at any time.

Updated on: 04/03/2026

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