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For each object event

A "For Each" event is a special event that takes an object as a parameter. While the game is running, all of the conditions and actions located inside this event will be repeated for every instance of the object.


If an object group is used, then the "For Each" event will repeat for every instance of every object in the group.

How to add this event

Right click (or long press) on an existing event and choose "Add Other" in the menu. Then, select the event you want to add. Alternatively, click on the "Plus" icon in the toolbar or on "Add..." at the bottom of the events sheet.

When to use it

Most of the time, a "For Each" event is not required because conditions and actions automatically run on all instances of an object. Using a "For Each" when it is not required will cause the computer to do extra work and may lower the performance of a game.


Trigger once conditions are not checked per instance. Within a "for each" event, object variables must be used to follow the state of object instances one by one.

There are specific circumstances that do require using a "For Each" event, including:

  • Collisions that need to be handled individually, even if they happen at the same time (such as keeping score or picking up resources)
  • Actions that use an object property or variable that is different for each instance
  • When using linked objects

In the example below, the goal is to create an explosion at the position of every enemy. When the player is in a collision with an object called "KillAllEnemyBonus", a "For Each" event is used to create a new object located at the position of each enemy. If a "For Each" event is not used, a single explosion would be created at the position of the first enemy only.


The for each child variable event page explains how to loop on variables from structures or arrays.