Once
Lets exactly one pulse through until it is re-armed — a checkpoint, a pickup, a first-time event.
Output: event (one pulse, at the moment of the first trigger)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| trigger | event | the first pulse here passes; every later one is ignored |
| rearm | event | lets the next trigger through again |
Parameters
| Parameter | Default | Options |
|---|---|---|
| reset each round | off | re-arm by itself at the start of every round — see below |
| pulse | 0.3 | how long the output pulse lasts, in seconds (in the ⓘ Params tab, not on the card) |
How it behaves
- The first trigger is remembered and comes out as one pulse. Every trigger after that — from anyone — is ignored while the Once is spent.
- Rearm forgets that first trigger: the Once is ready again and the next trigger passes.
- All players work this out from the same shared trigger, so they agree on which press was first with nothing extra sent. A player who joins later is told the Once is already spent, so a door opened before they arrived stays open for them and does not fire again.
Reset each round
With reset each round on, a Once spent in an earlier round counts as armed again when a new round starts — a collectible counts once per round. Between rounds (game menu, round over) a round-scoped Once lets nothing through, and a press there does not re-arm it.
It only takes effect once the scene's game has been started at least once (see Build a game); in a scene without a game it behaves as if the option were off.
Practical example
A treasure chest that pays out only once:
- Add an On Click and an Object Selector picking the chest; wire On Click → Object Selector.
- Add a Once; wire On Click → Once's trigger.
- Add a Counter; wire Once → Counter's pulse.
- Add a Key Press (capture R); wire it → Once's rearm.
- Press Play and click the chest a few times: the Counter reads 1. Press R and the next click counts again.

Tip
Once is the opposite of a Latch: a Latch holds a value, a Once passes a single pulse. For a pickup that should both count once and disappear, wire the same pulse into a Once (for the score) and a Latch (for the visibility).