The idea behind the gameplay counter is quite simple. when it receives a game command with the correct interaction type it increments the current count parameter. when the current count value reaches the target count value, the gameplay counter fires the OnTargetReachedSendCommand and the OnTargetReachedSendAction events. If you have 3 mobs and a door on the scene, and you want to open the door after all the 3 mobs are slain you should do this: Create a Gameplay Counter. Set the interaction type to whatever you like (for the sake of this example, lets assume you set it to Activate. Add a SendGameCommand to the mobs. Assign the GameplayCounter game object to the Interactive Object field, and set the Interaction Type to the one you set in case of the counter (Activate this case). You can also check the OneShot option, to make sure one mob can't increment the counter multiple times. Navigate to the Damageable component on the mob. Add a new item under the OnDeath part. Drag the previous SendGameCommand component here and select the Send() method from the dropdown. At this point, when the mob dies (Damageable.OnDeath), the SendGameCommand component will be triggered, and send the Activation message to the Gameplay Counter. On the Gameplay Counter, the Current Count should be 0. Set Target Count to how many mobs do you have (this case 3). Add a SendGameCommand component to the Gameplay Counter object, and drag this it to the OnTargetReachedSendCommand field. Set the interaction type to whatever you like, it doesn't need to be the same as before. The door game object should have a Simple Translator component. Set the Interaction Type to the same as you did in case of the SendGameCommand, and set the other parameters as your door should work (or leave as it is if you using the door prefabs) I hope this helps, if not, ask again!