Select a 2D node
Select a Node2D, CharacterBody2D, RigidBody2D, Camera2D, AnimatedSprite2D, or another supported 2D node.
Setup guidance and the complete actuator reference organized exactly like the 2D right-click menu.
These actuators are grouped exactly like the 2D right-click menu and use 2D node types and Vector2-based values where appropriate.
Use this section for Node2D-based scenes. The documentation categories below mirror the actuator submenus displayed when a supported 2D node is selected.
Select a Node2D, CharacterBody2D, RigidBody2D, Camera2D, AnimatedSprite2D, or another supported 2D node.
The editor switches to the 2D brick domain and shows common bricks together with compatible 2D-specific bricks.
Position and movement use Vector2 values. Rotation is expressed around the 2D axis, and 2D camera actions target Camera2D nodes.
Use the category links below to jump to the same submenu organization used by the right-click menu.
The 2D menu substitutes its own Sprite Animation and Tween Animation bricks for incompatible generic animation entries.
Right-click → Actuators → Animation
Play, stop, or pause AnimatedSprite2D animations.
| Property | Details |
|---|---|
mode
|
Mode
Choices: Play,Stop,Pause Default:
play
|
animation_name
|
Animation Name |
speed_scale
|
Speed Scale
Default:
1.0
|
target_node
|
Target Node |
Smoothly changes a 2D property such as position, rotation, scale, or modulate over time.
This brick exposes no configurable properties.
Right-click → Actuators → Audio
Play 2D or UI audio from a file.
| Property | Details |
|---|---|
mode
|
Mode
Choices: Play,Stop,Pause,Fade In,Fade Out Default:
play
|
sound_file
|
Sound File
Choices: *.wav,*.ogg,*.mp3 |
player_type
|
Player Type
Choices: AudioStreamPlayer,AudioStreamPlayer2D Default:
stream_player
|
play_mode
|
Play Mode
Choices: Restart,Overlap,Ignore If Playing Default:
restart
|
volume
|
Volume
Choices: -80,24,0.1 Default:
0.0
|
pitch
|
Pitch
Choices: 0.01,4.0,0.01 Default:
1.0
|
pitch_random
|
Pitch Random
Choices: 0.0,1.0,0.01 Default:
0.0
|
loop
|
Loop
Default:
false
|
audio_bus
|
Audio Bus |
fade_duration
|
Fade Duration
Choices: 0.1,10.0,0.1 Default:
1.0
|
Three modes:\nTracks: define and create music players at startup.\nSet: set which track is current (and optionally play it).\nControl: play, stop, pause, resume, or crossfade from current to another track.
| Property | Details |
|---|---|
music_mode
|
Music Mode
Choices: Tracks,Set,Control Default:
tracks
|
tracks
|
Tracks
Default:
[]
|
volume_db
|
Volume Db
Choices: -80,24,0.1 Default:
0.0
|
loop
|
Loop
Default:
true
|
audio_bus
|
Audio Bus |
persist
|
Persist
Default:
false
|
set_track
|
Set Track
Default:
0
|
set_play
|
Set Play
Default:
true
|
control_action
|
Control Action
Choices: Play,Stop,Pause,Resume,Crossfade Default:
play
|
to_track
|
To Track
Default:
1
|
crossfade_time
|
Crossfade Time
Choices: 0.1,10.0,0.1 Default:
1.0
|
Right-click → Actuators → Camera
Makes the assigned Camera3D the active camera.\nUse a one-shot sensor (e.g. Delay or a state transition) to avoid\ncalling make_current() every frame unnecessarily.\n\n⚠ Adds an @export in the Inspector — assign your Camera3D there.
| Property | Details |
|---|---|
camera_node_name
|
Camera Node Name
Default:
Camera3D
Camera3D node name |
Changes camera FOV (3D) or zoom (2D).\nDrag your camera into the inspector slot.
| Property | Details |
|---|---|
camera_node_name
|
Camera Node Name
Default:
Camera3D
Camera3D or Camera2D node name |
camera_type
|
Camera Type
Choices: Camera 3D,Camera 2D Default:
camera_3d
|
fov
|
Fov
Default:
75.0
|
zoom
|
Zoom
Default:
1.0
|
transition
|
Transition
Default:
true
|
transition_speed
|
Transition Speed
Default:
3.0
|
Smoothly follows this node with the assigned Camera3D,\nmaintaining the camera's initial offset from the target.\n\nPosition follow: camera tracks the node's position per axis.\nRotation follow: camera orbits the node, keeping it in frame.\nDead zone: camera only moves once the node exceeds the threshold.\n\n⚠ Adds an @export in the Inspector — assign your Camera3D there.
| Property | Details |
|---|---|
camera_node_name
|
Camera Node Name
Default:
Camera3D
Camera3D node name |
follow_speed
|
Follow Speed
Default:
5.0
|
dead_zone_x
|
Dead Zone X
Default:
0.0
|
dead_zone_y
|
Dead Zone Y
Default:
0.0
|
dead_zone_z
|
Dead Zone Z
Default:
0.0
|
follow_pos_x
|
Follow Pos X
Default:
true
|
follow_pos_y
|
Follow Pos Y
Default:
true
|
follow_pos_z
|
Follow Pos Z
Default:
true
|
rotation_source_node_name
|
Rotation Source Node Name
Rotation source node name (blank = self) |
follow_rot_x
|
Follow Rot X
Default:
false
|
follow_rot_y
|
Follow Rot Y
Default:
false
|
follow_rot_z
|
Follow Rot Z
Default:
false
|
rotation_speed
|
Rotation Speed
Default:
5.0
|
Creates a two-player 2D split-screen view using two Camera2D nodes and isolated SubViewports.
| Property | Details |
|---|---|
camera_1_node_name | First Camera2D node name. Default: Camera2D |
camera_2_node_name | Second Camera2D node name. Default: Camera2D2 |
layout | Screen division: Vertical or Horizontal. Default: Vertical |

Right-click → Actuators → Game
Exit, restart, pause, and screenshot functionality
| Property | Details |
|---|---|
action
|
Action
Choices: Exit,Reload Scene,Pause,Screenshot Default:
exit
|
screenshot_path
|
Screenshot Path
Default:
user://screenshot.png
|
Preloads resources (materials, scenes, textures, audio, meshes) into memory before they are needed, preventing runtime hitches and frame drops.
| Property | Details |
|---|---|
load_mode
|
Load Mode
Choices: Background (Threaded),Immediate (Blocking) Default:
background
|
resource_type
|
Resource Type
Choices: Any,Scene,Material,Texture,AudioStream,Mesh,Shader Default:
Any
|
resources
|
Resources
Default:
[]
|
on_complete_signal
|
On Complete Signal
Default:
true
|
signal_group
|
Signal Group |
signal_message
|
Signal Message
Default:
preload_done
|
Similar to UPBGE's Scene actuator
| Property | Details |
|---|---|
mode
|
Mode
Choices: Restart,Set Scene Default:
restart
|
scene_path
|
Scene Path
Choices: *.tscn,*.scn |
Saves or restores 2D transforms, selected script variables, and optional RigidBody2D motion state.
| Property | Details |
|---|---|
mode | Choose Save or Load. |
scope | This Node, Target Node, or Group. |
target | Node name or group used by the selected scope. |
slot | Save-slot filename. Default: slot1 |
save_position | Include global position. |
save_rotation | Include global rotation. |
save_variables | Include supported script variables. |
restore_velocity | When loading a RigidBody2D, restore saved velocity instead of stopping at the loaded transform. |

Right-click → Actuators → Game Feel
Flashes a mesh/object with a temporary color overlay.\nType a node name, not a path.\n\
| Property | Details |
|---|---|
object_node_name
|
Object Node Name
Default:
self
|
color
|
Color
Default:
Color(1
|
effect
|
Effect
Choices: Single Flash,Strobe,Color Strobe Default:
single_flash
|
speed
|
Speed
Default:
0.08
|
Briefly pauses or slows game time when an impact lands.\nUse for attacks, damage, blocks, heavy landings, and breaks.\nThis is also called hit pause or impact freeze.
| Property | Details |
|---|---|
preset
|
Preset
Choices: Tiny,Light,Medium,Heavy,Custom Default:
medium
|
duration
|
Duration
Default:
0.06
|
time_scale
|
Time Scale
Default:
0.0
|
restart_if_active
|
Restart If Active
Default:
false
|
Trigger controller haptic vibration.\nVibrate: manual motor control for a set duration.\nStop: immediately stop all vibration.\nPattern: built-in presets that play to completion.\nThe sensor only needs to fire once — the pattern finishes even if the sensor stops.
| Property | Details |
|---|---|
action
|
Action
Choices: Vibrate,Stop,Pattern Default:
pattern
|
weak_motor
|
Weak Motor
Choices: 0.0,1.0 Default:
0.5
|
strong_motor
|
Strong Motor
Choices: 0.0,1.0 Default:
0.5
|
duration
|
Duration
Default:
0.5
|
pattern
|
Pattern
Choices: Single Pulse,Double Pulse,Sustained,Ramp Up,Ramp Down,Heartbeat Default:
single_pulse
|
intensity
|
Intensity
Choices: 0.0,1.0 Default:
1.0
|
device
|
Device
Default:
0
|
Flashes a color over the screen.\nPress \
| Property | Details |
|---|---|
color
|
Color
Default:
Color(1
|
duration
|
Duration
Default:
0.3
|
fade_in
|
Fade In
Default:
0.05
|
Temporarily shakes a Camera2D by changing its offset and rotation, then restores the original camera state.
| Property | Details |
|---|---|
camera_node_name | Camera2D node to shake. Default: Camera2D |
intensity | Maximum positional shake amount. |
duration | Shake duration in seconds. |
rotation_intensity | Maximum rotational shake in degrees. |

Shakes a Node2D around a captured baseline transform and restores its exact original position and rotation.
| Property | Details |
|---|---|
target_node_name | Node2D to shake. Empty uses the brick owner. |
intensity | Maximum positional offset. |
duration | Shake duration in seconds. |
rotation_intensity | Maximum rotational offset in degrees. |

Right-click → Actuators → Logic
Reads a variable from self, another node, or GlobalVars and stores it for later bricks.
| Property | Details |
|---|---|
source
|
Source
Choices: Self,Node Name,GlobalVars Default:
node_name
|
source_node_name
|
Source Node Name |
variable_name
|
Variable Name |
store_as
|
Store As |
fallback_value
|
Fallback Value |
Modifies a variable's value.\nWorks with local and global variables.\nAutomatically uses GlobalVars if not found locally.
| Property | Details |
|---|---|
variable_name
|
Variable Name |
mode
|
Mode
Choices: Assign,Add,Copy,Toggle Default:
assign
|
value
|
Value |
source_variable
|
Source Variable |
Similar to UPBGE's Random actuator
| Property | Details |
|---|---|
variable_name
|
Variable Name |
distribution
|
Distribution
Choices: Bool Constant,Bool Uniform,Bool Bernoulli,Int Constant,Int Uniform,Int Poisson,Float Constant,Float Uniform,Float Normal,Float Neg Exp Default:
int_uniform
|
bool_value
|
Bool Value
Default:
true
|
bool_probability
|
Bool Probability
Default:
0.5
|
int_value
|
Int Value
Default:
0
|
int_min
|
Int Min
Default:
0
|
int_max
|
Int Max
Default:
100
|
int_lambda
|
Int Lambda
Default:
1.0
|
float_value
|
Float Value
Default:
0.0
|
float_min
|
Float Min
Default:
0.0
|
float_max
|
Float Max
Default:
1.0
|
float_mean
|
Float Mean
Default:
0.0
|
float_stddev
|
Float Stddev
Default:
1.0
|
float_lambda
|
Float Lambda
Default:
1.0
|
use_seed
|
Use Seed
Default:
false
|
seed_value
|
Seed Value
Default:
0
|
Sends a signal to other nodes.\nReceiving nodes need a Signal Sensor listening for the subject.
| Property | Details |
|---|---|
target_group
|
Target Group |
subject
|
Subject |
body
|
Body |
State logic brick.
| Property | Details |
|---|---|
state_id
|
State Id
Choices: __STATE_LIST__ |
Right-click → Actuators → Motion
For CharacterBody2D movement, this only requests/accumulates velocity for the frame. Character 2D Physics should be used once on the character to apply friction, gravity, diagonal normalization, and move_and_slide().
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
blank = self, or child/node name |
motion_type
|
Motion Type
Choices: Location,Rotation Default:
location
|
movement_method
|
Movement Method
Choices: Character Velocity,Translate,Position Default:
character_velocity
|
x
|
X
Default:
0.0
|
y
|
Y
Default:
0.0
|
space
|
Space
Choices: Local,Global Default:
local
|
Finalizes CharacterBody2D movement once per physics frame. Motion 2D bricks add requested movement; this brick applies gravity, friction, acceleration, snapping, slope limits, bounce, and move_and_slide().
| Property | Details |
|---|---|
gravity_strength
|
Gravity Strength
Default:
980.0
|
max_fall_speed
|
Max Fall Speed
Default:
1000.0
|
floor_snap_length
|
Floor Snap Length
Default:
1.0
|
slope_limit
|
Slope Limit
Default:
45.0
|
use_acceleration
|
Use Acceleration
Default:
false
|
acceleration
|
Acceleration
Default:
1.0
|
friction
|
Friction
Default:
1.0
|
bounce
|
Bounce
Default:
0.0
|
ground_groups
|
Ground Groups
Enter ground groups |
platform_groups
|
Platform Groups
Enter platform groups |
inherit_platform_velocity_on_jump
|
Inherit Platform Velocity On Jump
Default:
true
|
Character Jump 2D logic brick.
This brick exposes no configurable properties.
Instantly sets position to a target Node2D or coordinates.\nUseful for respawning, portals, checkpoints, and spawn points.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
Target
Target Node2D node name |
mode
|
Mode
Choices: Target Node,Coordinates,Vector Variable Default:
target_node
|
x
|
X
Default:
0.0
|
y
|
Y
Default:
0.0
|
vector_variable
|
Vector Variable |
clear_velocity
|
Clear Velocity
Default:
true
|
Toggle cursor visibility or rotate object based on mouse movement
| Property | Details |
|---|---|
mode
|
Mode
Choices: Cursor Visibility,Mouse Look,Look Towards,Move Towards Cursor,Move To Mouse Click Default:
cursor_visibility
|
cursor_visible
|
Cursor Visible
Default:
false
|
use_x_axis
|
Use X Axis
Default:
true
|
use_y_axis
|
Use Y Axis
Default:
true
|
x_target
|
X Target
Default:
self
|
y_target
|
Y Target
Default:
self
|
x_sensitivity
|
X Sensitivity
Default:
0.1
|
y_sensitivity
|
Y Sensitivity
Default:
0.1
|
x_invert
|
X Invert
Default:
false
|
y_invert
|
Y Invert
Default:
false
|
x_threshold
|
X Threshold
Default:
0.0
|
y_threshold
|
Y Threshold
Default:
0.0
|
x_min_degrees
|
X Min Degrees
Default:
0.0
|
x_max_degrees
|
X Max Degrees
Default:
0.0
|
y_min_degrees
|
Y Min Degrees
Default:
-90.0
|
y_max_degrees
|
Y Max Degrees
Default:
90.0
|
x_rotation_axis
|
X Rotation Axis
Choices: X,Y,Z Default:
y
|
y_rotation_axis
|
Y Rotation Axis
Choices: X,Y,Z Default:
x
|
x_use_local
|
X Use Local
Default:
false
|
y_use_local
|
Y Use Local
Default:
false
|
recenter_cursor
|
Recenter Cursor
Default:
true
|
mouse_target
|
Mouse Target
Default:
self
|
mouse_velocity
|
Mouse Velocity
Default:
5.0
|
mouse_acceleration
|
Mouse Acceleration
Default:
0.0
|
mouse_turn_speed
|
Mouse Turn Speed
Default:
0.0
|
mouse_arrival_distance
|
Mouse Arrival Distance
Default:
0.1
|
mouse_facing_axis
|
Mouse Facing Axis
Choices: +X,-X,+Y,-Y,+Z,-Z Default:
+z
|
mouse_lock_y
|
Mouse Lock Y
Default:
true
|
click_button
|
Click Button
Choices: Left,Right,Middle Default:
left
|
Moves or flees from a node, group member, or 2D coordinate with optional facing and navigation support.
| Property | Details |
|---|---|
behavior | Seek or Flee. |
target_mode | Node Name, Group, or Coordinates. |
target_name | Target node name or group name. |
coordinate_x / coordinate_y | Literal values or variables used for coordinate targeting. |
speed | Movement speed in pixels per second. |
arrival_distance | Distance at which seeking stops. |
face_target | Rotate to face the movement direction. |
use_navigation | Use a NavigationAgent2D when available. |

Rotates a Node2D toward a target node or nearest group member using 2D angular interpolation.
| Property | Details |
|---|---|
target_mode | Node Name or Group. |
target_name | Target node or group. |
speed | Rotation speed in degrees per second. |
angle_offset | Additional angle offset in degrees. |

Moves a Node2D along the points of a Path2D curve with optional looping and direction-facing.
| Property | Details |
|---|---|
path_node_name | Path2D containing the Curve2D to follow. |
speed | Movement speed in pixels per second. |
loop | Return to the first waypoint after the last point. |
face_direction | Rotate the moving node to face its travel direction. |

Right-click → Actuators → Object
Gets position, rotation, and scale from a node or the nearest member of a group and stores the values as variables.
| Property | Details |
|---|---|
target_mode
|
Target Mode
Choices: Node Name,Group Default:
node_name
|
target_name
|
Target Name
Node or group name |
get_position
|
Get Position
Default:
true
|
position_variable
|
Position Variable |
get_rotation
|
Get Rotation
Default:
false
|
rotation_variable
|
Rotation Variable |
get_scale
|
Get Scale
Default:
false
|
scale_variable
|
Scale Variable |
Sets position, rotation, and scale from entered values or variables, instantly or over time.
This brick exposes no configurable properties.
Sets properties on a target node.\nChoose the node type to see its available properties.\nLeave a field empty to skip setting that property.\n⚠ Adds @export in Inspector — assign the target node.
| Property | Details |
|---|---|
node_type
|
Node Type
Choices: Node,Mesh Instance,Collision Shape,Light,Rigid Body,Character Body,Animation Player,Control,Label,Button,Camera,Sprite,Custom Default:
Node
|
target_node
|
Target Node
Default:
self
|
_group_n3d_visibility
|
Group N3D Visibility
Choices: Visibility |
n3d_visible
|
N3D Visible
Default:
true
|
_group_n3d_transform
|
Group N3D Transform
Choices: Transform |
n3d_pos_x
|
N3D Pos X |
n3d_pos_y
|
N3D Pos Y |
n3d_pos_z
|
N3D Pos Z |
n3d_rot_x
|
N3D Rot X |
n3d_rot_y
|
N3D Rot Y |
n3d_rot_z
|
N3D Rot Z |
n3d_scale_x
|
N3D Scale X |
n3d_scale_y
|
N3D Scale Y |
n3d_scale_z
|
N3D Scale Z |
_group_mesh_basic
|
Group Mesh Basic
Choices: Mesh Instance |
mesh_visible
|
Mesh Visible
Default:
true
|
mesh_cast_shadow
|
Mesh Cast Shadow |
_group_col_basic
|
Group Col Basic
Choices: Collision Shape |
col_disabled
|
Col Disabled
Default:
false
|
_group_light_basic
|
Group Light Basic
Choices: Basic |
light_visible
|
Light Visible
Default:
true
|
light_energy
|
Light Energy |
_group_light_color
|
Group Light Color
Choices: Color |
light_color
|
Light Color
Default:
Color(1
|
_group_light_shadow
|
Group Light Shadow
Choices: Shadow |
light_shadow
|
Light Shadow |
_group_rb_basic
|
Group Rb Basic
Choices: Basic |
rb_freeze
|
Rb Freeze |
rb_mass
|
Rb Mass |
_group_rb_damping
|
Group Rb Damping
Choices: Damping |
rb_gravity_scale
|
Rb Gravity Scale |
rb_linear_damp
|
Rb Linear Damp |
rb_angular_damp
|
Rb Angular Damp |
_group_cb_basic
|
Group Cb Basic
Choices: Basic |
cb_up_dir_y
|
Cb Up Dir Y |
cb_max_slides
|
Cb Max Slides |
_group_cb_floor
|
Group Cb Floor
Choices: Floor |
cb_floor_max_angle
|
Cb Floor Max Angle |
cb_stop_on_slope
|
Cb Stop On Slope |
cb_block_on_wall
|
Cb Block On Wall |
cb_slide_on_ceiling
|
Cb Slide On Ceiling |
_group_anim_basic
|
Group Anim Basic
Choices: Animation Player |
anim_speed_scale
|
Anim Speed Scale |
_group_ctrl_basic
|
Group Ctrl Basic
Choices: Basic |
ctrl_visible
|
Ctrl Visible
Default:
true
|
ctrl_modulate
|
Ctrl Modulate
Default:
Color(1
|
_group_ctrl_transform
|
Group Ctrl Transform
Choices: Transform |
ctrl_size_x
|
Ctrl Size X |
ctrl_size_y
|
Ctrl Size Y |
ctrl_pos_x
|
Ctrl Pos X |
ctrl_pos_y
|
Ctrl Pos Y |
ctrl_rotation
|
Ctrl Rotation |
ctrl_scale_x
|
Ctrl Scale X |
ctrl_scale_y
|
Ctrl Scale Y |
_group_lbl_basic
|
Group Lbl Basic
Choices: Label |
lbl_text
|
Lbl Text |
lbl_visible
|
Lbl Visible
Default:
true
|
lbl_modulate
|
Lbl Modulate
Default:
Color(1
|
_group_btn_basic
|
Group Btn Basic
Choices: Button |
btn_disabled
|
Btn Disabled
Default:
false
|
btn_text
|
Btn Text |
btn_visible
|
Btn Visible
Default:
true
|
_group_cam_basic
|
Group Cam Basic
Choices: Camera |
cam_fov
|
Cam Fov |
cam_near
|
Cam Near |
cam_far
|
Cam Far |
cam_current
|
Cam Current |
_group_spr_basic
|
Group Spr Basic
Choices: Basic |
spr_visible
|
Spr Visible
Default:
true
|
spr_modulate
|
Spr Modulate
Default:
Color(1
|
spr_flip_h
|
Spr Flip H |
spr_flip_v
|
Spr Flip V |
spr_pixel_size
|
Spr Pixel Size |
_group_spr_display
|
Group Spr Display
Choices: Display |
spr_billboard
|
Spr Billboard |
spr_transparent
|
Spr Transparent |
spr_shaded
|
Spr Shaded |
spr_double_sided
|
Spr Double Sided |
_group_spr_frames
|
Group Spr Frames
Choices: Frames |
spr_frame
|
Spr Frame |
spr_hframes
|
Spr Hframes |
spr_vframes
|
Spr Vframes |
_group_custom
|
Group Custom
Choices: Custom Property |
custom_property
|
Custom Property |
custom_value
|
Custom Value |
Shows, hides, or toggles visibility of a node by name. Uses the same current-scene recursive name lookup as the Text Actuator.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
self
Node name |
action
|
Action
Choices: Show,Hide,Toggle Default:
show
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Right-click → Actuators → Physics
Force 2D logic brick.
This brick exposes no configurable properties.
Impulse 2D logic brick.
This brick exposes no configurable properties.
Linear Velocity 2D logic brick.
This brick exposes no configurable properties.
Applies directional gravity to a RigidBody2D using the project gravity as a strength multiplier.
| Property | Details |
|---|---|
strength | Gravity multiplier: 1 is project gravity, 2 is double, and 0.5 is half. |
direction_x / direction_y | 2D gravity direction. Positive Y points down in Godot. |
use_mass | Scale force by the RigidBody2D mass. |
override_world_gravity | Disable the body’s normal project-gravity contribution. |
reset_velocity_on_direction_change | Clear existing momentum when the gravity direction changes. |

Enables or disables 2D collision shapes, collision layer or mask bits, and Area2D monitoring.
| Property | Details |
|---|---|
action | Disable Shape, Enable Shape, Set Layer Bit, Set Mask Bit, Enable Monitoring, or Disable Monitoring. |
target_node | CollisionShape2D, CollisionPolygon2D, CollisionObject2D, or Area2D target. |
layer_value | Collision layer or mask bit from 1 through 32. |
bit_enabled | Whether the selected layer or mask bit is enabled. |

Right-click → Actuators → UI
Sets or smoothly transitions the color/alpha of a UI or 2D node found by name anywhere in the current scene tree.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name |
node_name_source
|
Node Name Source
Choices: Literal Node Name,String Variable Default:
literal
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export_node_name
|
Export Node Name
Default:
false
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target_modulate
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Target Modulate
Choices: Self Modulate,Modulate Default:
self_modulate
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color
|
Color
Default:
Color(1
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transition
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Transition
Default:
false
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transition_speed
|
Transition Speed
Default:
5.0
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Sets or smoothly updates the value, minimum, or maximum of a ProgressBar, Slider, or other Range node.
| Property | Details |
|---|---|
target_node_name | Target ProgressBar, Slider, or Range node. |
node_name_source | Literal Node Name or String Variable. |
set_value / value | Enable and provide the new value. |
set_min / min_value | Enable and provide a new minimum. |
set_max / max_value | Enable and provide a new maximum. |
transition / transition_speed | Smoothly approach the requested value instead of changing instantly. |

Updates a Label, RichTextLabel, or compatible text UI node from a variable or static string.
| Property | Details |
|---|---|
target_node_name | Target text node. |
node_name_source | Literal Node Name or String Variable. |
mode | Variable or Static. |
variable_name | Variable converted to text in Variable mode. |
prefix / suffix | Text placed before or after the variable value. |
static_text | Exact text used in Static mode. |
