Configure event notifications
SpawnObjectExt and ReturnObjectExt can call custom events on UdonBehaviours after their operations succeed.
Event notifications are disabled by default. Enable them only on the components that need them.
Receive events
Implement parameterless public methods on the receiving UdonSharpBehaviour.
public void OnPurabeSpawn()
{
// Logic to run after a successful Spawn
}
public void OnPurabeReturn()
{
// Logic to run after a successful Return
}
The event names are fixed as OnPurabeSpawn and OnPurabeReturn.
Notify the item
When Spawn アイテムへ通知 (Notify Spawn item) or Return アイテムへ通知 (Notify Return item) is enabled, the event is sent to every UdonBehaviour directly attached to the root GameObject registered in the Pool.
UdonBehaviour components on child GameObjects are not included.

Notify external UdonBehaviours
- Enable
外部 UdonBehaviour へ通知(Notify external UdonBehaviours) - Register the receiving
UdonBehaviourcomponents inExternal Event Targets
You can register multiple recipients. Item notifications and external notifications can be enabled at the same time.

If the same UdonBehaviour is registered more than once, the event is called once for each registration. If an item's UdonBehaviour is also registered as an external recipient, it is called by both notification settings.
Unassigned array entries are ignored at runtime.
Notification timing
OnPurabeSpawn is called after the object has been spawned successfully from the Pool and movement processing has started. It does not wait for movement controlled by Spawn Delay Frames or a helper's Move Delay to finish.
If the receiving logic needs the post-movement coordinates, implement a delay on the receiving side.
OnPurabeReturn is called at the following times.
- Item notification: immediately before the item is returned to the Pool
- External notification: after the Return succeeds
Notifications also run during a batch Return from ResetSwitch, not only from a normal Return trigger. No notification is sent when Spawn or Return fails.
Local events
Notifications use SendCustomEvent, so they run only on the client that performed the operation. They are not sent to other clients automatically.
To run logic on every client, call SendCustomNetworkEvent or similar logic inside the receiving OnPurabeSpawn or OnPurabeReturn method.