Select a 3D node
Select a Node3D, CharacterBody3D, RigidBody3D, Camera3D, light, or another supported 3D node in the Scene dock.
Setup guidance and the complete actuator reference organized exactly like the 3D right-click menu.
These actuators are grouped exactly like the 3D right-click menu. Use the submenu links to jump to the action family you need.
Use this section when the selected object is a Node3D-based gameplay object. The categories below follow the actuator submenus shown in the Logic Bricks right-click menu.
Select a Node3D, CharacterBody3D, RigidBody3D, Camera3D, light, or another supported 3D node in the Scene dock.
Open the Logic Bricks editor. The addon detects the selected node as a 3D context and filters the available bricks accordingly.
Add a Sensor , an optional Controller , and an Actuator. Target-node fields can point to other nodes when an action should affect something else.
Right-click the graph, open Actuators, and choose the same submenu shown in the category links below.
Common actuators are also available on supported 3D nodes. Use the Common Actuators page for shared actions such as variables, messages, state changes, and transforms.
Right-click → Actuators → Animation
Play, stop, or control animations by name.\nAutomatically finds the AnimationPlayer that owns the animation.\nWorks with AnimationPlayers nested at any depth.
| Property | Details |
|---|---|
mode
|
Mode
Choices: Play,Stop,Pause,Queue Default:
play
|
animation_name
|
Animation Name
Choices: __ANIMATION_LIST__ |
speed
|
Speed
Default:
1.0
|
blend_time
|
Blend Time
Default:
-1.0
|
play_backwards
|
Play Backwards
Default:
false
|
from_end
|
From End
Default:
false
|
Beginner-friendly AnimationTree control. Use Go To State for normal character animations. Blending comes from the transition Xfade Time inside the AnimationTree.
| Property | Details |
|---|---|
mode
|
Mode
Choices: Go To State:go_to_state,Set Blend Parameter:set_parameter,Advanced - Set Condition:set_condition_value Default:
go_to_state
|
animation_tree_name
|
Animation Tree Name
Default:
AnimationTree
|
state_name
|
State Name |
true_condition_name
|
True Condition Name
Choices: __ANIM_TREE_CONDITION_LIST__ |
false_condition_name
|
False Condition Name
Choices: __ANIM_TREE_CONDITION_LIST__ |
condition_name
|
Condition Name
Choices: __ANIM_TREE_CONDITION_LIST__ |
condition_value
|
Condition Value
Choices: true,false Default:
true
|
parameter_name
|
Parameter Name |
param_type
|
Param Type
Choices: Float,Int,Bool,Vector2 Default:
float
|
param_float
|
Param Float
Default:
0.0
|
param_int
|
Param Int
Default:
0
|
param_bool
|
Param Bool
Default:
true
|
param_x
|
Param X
Default:
0.0
|
param_y
|
Param Y
Default:
0.0
|
state_machine_path
|
State Machine Path |
parameter_path
|
Parameter Path |
Play, stop, or pause Sprite3D / AnimatedSprite3D frame animations.\nFinds the target by name anywhere in the scene tree.\nLeave Target Node empty to use the node this script is on.
| Property | Details |
|---|---|
mode
|
Mode
Choices: Play,Stop,Pause Default:
play
|
animation_name
|
Animation Name |
speed_scale
|
Speed Scale
Default:
1.0
|
loop
|
Loop
Default:
true
|
target_node
|
Target Node |
Right-click → Actuators → Audio
Play, stop, pause, and fade 3D or spatial 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 |
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
|
positional
|
Positional
Default:
false
|
audio_bus
|
Audio Bus |
fade_duration
|
Fade Duration
Choices: 0.1,10.0,0.1 Default:
1.0
|
min_delay
|
Min Delay
Choices: 0.0,5.0,0.05 Default:
0.0
|
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
Orbits a Camera3D around the character via a pivot Node3D.\nAssign both the pivot and the camera in the Inspector.\nThe camera can live anywhere in the scene — including inside a SubViewport for split screen.
| Property | Details |
|---|---|
camera_node_name
|
Camera Node Name
Default:
Camera3D
Camera3D node name |
pivot_node_name
|
Pivot Node Name
Default:
CameraPivot
Camera pivot Node3D node name |
setup_group
|
Setup Group
Choices: Setup |
input_mode
|
Input Mode
Choices: Mouse,Joystick,Both Default:
mouse
|
rotate_character
|
Rotate Character
Default:
true
|
align_mode
|
Align Mode
Choices: Instant,Smooth Default:
instant
|
turn_speed
|
Turn Speed
Choices: 1.0,30.0,0.5 Default:
10.0
|
move_actions
|
Move Actions
Default:
ui_up
|
capture_mouse
|
Capture Mouse
Default:
true
|
sensitivity_group
|
Sensitivity Group
Choices: Sensitivity |
sensitivity_x
|
Sensitivity X
Choices: 0.01,5.0,0.01 Default:
0.3
|
sensitivity_y
|
Sensitivity Y
Choices: 0.01,5.0,0.01 Default:
0.3
|
export_sensitivity
|
Export Sensitivity
Default:
false
|
invert_group
|
Invert Group
Choices: Invert |
invert_x
|
Invert X
Default:
false
|
invert_y
|
Invert Y
Default:
false
|
export_invert
|
Export Invert
Default:
false
|
pitch_group
|
Pitch Group
Choices: Vertical Clamp |
pitch_min
|
Pitch Min
Choices: -90.0,0.0,1.0 Default:
-60.0
|
pitch_max
|
Pitch Max
Choices: 0.0,90.0,1.0 Default:
30.0
|
joy_group
|
Joy Group
Choices: Joystick |
joystick_device
|
Joystick Device
Choices: 0,7,1 Default:
0
|
joy_stick
|
Joy Stick
Choices: Left Stick,Right Stick Default:
right
|
joy_deadzone
|
Joy Deadzone
Choices: 0.0,0.9,0.01 Default:
0.15
|
joy_sensitivity
|
Joy Sensitivity
Choices: 10.0,360.0,5.0 Default:
100.0
|
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
|
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 |
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 split screen layout.\nApply Code always builds all 4 SubViewportContainers.\nEach player count has its own independent layout.\nChange split_screen_players at runtime to switch counts\nwithout re-applying code.\n** Use an Always sensor so the layout updates every frame.
| Property | Details |
|---|---|
camera_1_node_name
|
Camera 1 Node Name
Default:
Camera3D
Player 1 Camera3D node name |
camera_2_node_name
|
Camera 2 Node Name
Default:
Camera3D2
Player 2 Camera3D node name |
camera_3_node_name
|
Camera 3 Node Name
Default:
Camera3D3
Player 3 Camera3D node name |
camera_4_node_name
|
Camera 4 Node Name
Default:
Camera3D4
Player 4 Camera3D node name |
player_count
|
Player Count
Default:
2
2 or player_count |
layout_2
|
Layout 2
Default:
vertical
|
layout_3
|
Layout 3
Default:
top_wide
|
layout_4
|
Layout 4
Default:
grid_2x2
|
Right-click → Actuators → Environment
Modifies WorldEnvironment properties at runtime.\nDrag your WorldEnvironment node into the inspector slot.\nAll value fields accept a number or a variable name / expression.
| Property | Details |
|---|---|
environment_node_name
|
Environment Node Name
Default:
WorldEnvironment
WorldEnvironment node name |
_group_fog
|
Group Fog
Choices: Fog |
fog_enabled
|
Fog Enabled
Default:
false
|
fog_density
|
Fog Density
Default:
0.01
|
fog_light_color
|
Fog Light Color
Default:
Color(0.518
|
fog_light_energy
|
Fog Light Energy
Default:
1.0
|
fog_sun_scatter
|
Fog Sun Scatter
Default:
0.0
|
fog_height
|
Fog Height
Default:
0.0
|
fog_height_density
|
Fog Height Density
Default:
0.0
|
fog_aerial_perspective
|
Fog Aerial Perspective
Default:
0.0
|
fog_sky_affect
|
Fog Sky Affect
Default:
1.0
|
_group_glow
|
Group Glow
Choices: Glow |
glow_enabled
|
Glow Enabled
Default:
false
|
glow_level_1
|
Glow Level 1
Default:
0.0
|
glow_level_2
|
Glow Level 2
Default:
0.0
|
glow_level_3
|
Glow Level 3
Default:
1.0
|
glow_level_4
|
Glow Level 4
Default:
0.0
|
glow_level_5
|
Glow Level 5
Default:
1.0
|
glow_level_6
|
Glow Level 6
Default:
0.0
|
glow_level_7
|
Glow Level 7
Default:
0.0
|
glow_normalized
|
Glow Normalized
Default:
false
|
glow_intensity
|
Glow Intensity
Default:
0.8
|
glow_strength
|
Glow Strength
Default:
1.0
|
glow_mix
|
Glow Mix
Default:
0.05
|
glow_bloom
|
Glow Bloom
Default:
0.0
|
glow_blend_mode
|
Glow Blend Mode
Choices: Additive,Screen,Softlight,Replace,Mix Default:
2
|
glow_hdr_luminance_cap
|
Glow Hdr Luminance Cap
Default:
12.0
|
glow_hdr_threshold
|
Glow Hdr Threshold
Default:
1.0
|
glow_hdr_scale
|
Glow Hdr Scale
Default:
2.0
|
glow_map_strength
|
Glow Map Strength
Default:
0.8
|
_group_ssao
|
Group Ssao
Choices: SSAO |
ssao_enabled
|
Ssao Enabled
Default:
false
|
ssao_radius
|
Ssao Radius
Default:
1.0
|
ssao_intensity
|
Ssao Intensity
Default:
2.0
|
ssao_power
|
Ssao Power
Default:
1.5
|
ssao_detail
|
Ssao Detail
Default:
0.5
|
ssao_horizon
|
Ssao Horizon
Default:
0.06
|
ssao_sharpness
|
Ssao Sharpness
Default:
0.98
|
ssao_light_affect
|
Ssao Light Affect
Default:
0.0
|
_group_ssil
|
Group Ssil
Choices: SSIL |
ssil_enabled
|
Ssil Enabled
Default:
false
|
ssil_radius
|
Ssil Radius
Default:
5.0
|
ssil_intensity
|
Ssil Intensity
Default:
1.0
|
ssil_sharpness
|
Ssil Sharpness
Default:
0.98
|
ssil_normal_rejection
|
Ssil Normal Rejection
Default:
1.0
|
_group_tonemap
|
Group Tonemap
Choices: Tone Mapping |
tonemap_mode
|
Tonemap Mode
Choices: Linear,Reinhardt,Filmic,ACES Default:
0
|
tonemap_exposure
|
Tonemap Exposure
Default:
1.0
|
tonemap_white
|
Tonemap White
Default:
1.0
|
_group_adjustment
|
Group Adjustment
Choices: Color Correction |
adjustment_enabled
|
Adjustment Enabled
Default:
false
|
adjustment_brightness
|
Adjustment Brightness
Default:
1.0
|
adjustment_contrast
|
Adjustment Contrast
Default:
1.0
|
adjustment_saturation
|
Adjustment Saturation
Default:
1.0
|
_group_transition
|
Group Transition
Choices: Transition |
transition
|
Transition
Default:
false
|
transition_speed
|
Transition Speed
Default:
1.0
|
Control a light node's properties and apply animated FX effects.\nSelect the light type to expose its specific properties.
| Property | Details |
|---|---|
light_type_group
|
Light Type Group
Choices: Light Type |
light_type
|
Light Type
Choices: OmniLight3D,SpotLight3D,DirectionalLight3D Default:
omni
|
common_group
|
Common Group
Choices: Properties |
set_color
|
Set Color
Default:
false
|
color
|
Color
Default:
Color(1
|
set_energy
|
Set Energy
Default:
false
|
energy
|
Energy
Choices: 0.0,16.0,0.01 Default:
1.0
|
set_indirect_energy
|
Set Indirect Energy
Default:
false
|
indirect_energy
|
Indirect Energy
Choices: 0.0,16.0,0.01 Default:
1.0
|
set_specular
|
Set Specular
Default:
false
|
specular
|
Specular
Choices: 0.0,1.0,0.01 Default:
0.5
|
set_shadow
|
Set Shadow
Default:
false
|
shadow_enabled
|
Shadow Enabled
Default:
false
|
set_visible
|
Set Visible
Default:
false
|
light_visible
|
Light Visible
Default:
true
|
set_range
|
Set Range
Default:
false
|
light_range
|
Light Range
Choices: 0.0,100.0,0.1 Default:
10.0
|
set_spot_angle
|
Set Spot Angle
Default:
false
|
spot_angle
|
Spot Angle
Choices: 0.1,90.0,0.1 Default:
45.0
|
set_spot_attenuation
|
Set Spot Attenuation
Default:
false
|
spot_attenuation
|
Spot Attenuation
Choices: 0.0,8.0,0.01 Default:
1.0
|
fx_group
|
Fx Group
Choices: FX |
fx
|
Fx
Choices: Normal,Flicker,Strobe,Pulse,Fade In,Fade Out Default:
normal
|
fx_params_group
|
Fx Params Group
Choices: FX Parameters |
flicker_normal_energy
|
Flicker Normal Energy
Choices: 0.0,16.0,0.01 Default:
1.0
|
flicker_min
|
Flicker Min
Choices: 0.0,16.0,0.01 Default:
0.0
|
flicker_max
|
Flicker Max
Choices: 0.0,16.0,0.01 Default:
0.8
|
flicker_idle_min
|
Flicker Idle Min
Choices: 0.0,30.0,0.1 Default:
1.0
|
flicker_idle_max
|
Flicker Idle Max
Choices: 0.0,30.0,0.1 Default:
4.0
|
flicker_burst_duration
|
Flicker Burst Duration
Choices: 0.05,5.0,0.05 Default:
0.3
|
strobe_frequency
|
Strobe Frequency
Choices: 0.1,60.0,0.1 Default:
10.0
|
strobe_on_energy
|
Strobe On Energy
Choices: 0.0,16.0,0.01 Default:
1.0
|
strobe_off_energy
|
Strobe Off Energy
Choices: 0.0,16.0,0.01 Default:
0.0
|
pulse_min
|
Pulse Min
Choices: 0.0,16.0,0.01 Default:
0.2
|
pulse_max
|
Pulse Max
Choices: 0.0,16.0,0.01 Default:
1.0
|
pulse_speed
|
Pulse Speed
Choices: 0.1,20.0,0.1 Default:
2.0
|
fade_target
|
Fade Target
Choices: 0.0,16.0,0.01 Default:
1.0
|
fade_speed
|
Fade Speed
Choices: 0.1,20.0,0.1 Default:
2.0
|
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
|
Three scopes: This Node — saves position, rotation, and variables for the node this brick is on Target Node — saves position, rotation, and variables for a specific named node Group — saves position, rotation, and variables for every node in a named group No custom save()/load() methods required on any node. Pair with an InputMap Sensor or Collision Sensor to trigger
| Property | Details |
|---|---|
mode
|
Mode
Choices: Save,Load Default:
save
|
scope
|
Scope
Choices: This Node,Target Node,Group Default:
this_node
|
target
|
Target
Node name or group name |
slot
|
Slot
Default:
slot1
|
save_path
|
Save Path
e.g. user://saves/mysave.json |
save_position
|
Save Position
Default:
true
|
save_rotation
|
Save Rotation
Default:
true
|
save_variables
|
Save Variables
Default:
true
|
Similar to UPBGE's Scene actuator
| Property | Details |
|---|---|
mode
|
Mode
Choices: Restart,Set Scene Default:
restart
|
scene_path
|
Scene Path
Choices: *.tscn,*.scn |
Right-click → Actuators → Game Feel
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
|
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
|
Shakes a named object by rotation, translation, or scale, then returns it to its starting value.\nType a node name, not a path. Use multiple Object Shake actuators for multiple effects.
| Property | Details |
|---|---|
shake_type
|
Shake Type
Choices: Rotate,Translate,Scale Default:
rotate
|
object_node_name
|
Object Node Name
Default:
self
|
preset
|
Preset
Choices: Tiny,Light,Medium,Heavy,Side Hit,Vertical Hit,Scale Pop Default:
medium
|
x
|
X
Default:
0.0
|
y
|
Y
Default:
8.0
|
z
|
Z
Default:
0.0
|
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
|
Trauma-based camera shake.\nType the Camera3D node name. The generated script searches the whole current scene tree, so this brick can live on any 3D node.
| Property | Details |
|---|---|
camera_node_name
|
Camera Node Name
Default:
Camera3D
|
node_name_source
|
Node Name Source
Choices: Literal Node Name,String Variable Default:
literal
|
export_node_name
|
Export Node Name
Default:
false
|
preset
|
Preset
Choices: Light,Medium,Heavy,Explosion,Subtle Idle Default:
medium
|
export_params
|
Export Params
Default:
false
|
trauma
|
Trauma
Default:
1.5
|
max_offset
|
Max Offset
Default:
18.0
|
decay
|
Decay
Default:
1.5
|
noise_speed
|
Noise Speed
Default:
8.0
|
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
Applies a jump impulse to a CharacterBody3D. Pair with the Character Actuator for gravity and ground detection.
| Property | Details |
|---|---|
jump_height
|
Jump Height
Default:
4.5
|
gravity_strength
|
Gravity Strength
Default:
9.8
|
max_jumps
|
Max Jumps
Default:
1
|
inherit_platform_velocity
|
Inherit Platform Velocity
Default:
true
|
Character Actuator - Unified character controller for CharacterBody3D Handles gravity, ground detection, and move_and_slide() in one brick. Jumping is handled by the separate Jump Actuator. Pair with an Always Sensor so it runs every frame. Horizontal movement is handled by separate Motion / Move Towards Actuators. Execution order (guaranteed): 1. Pre-process: reset horizontal velocity 2. This chain: apply gravity, detect ground 3. Other chains: motion actuators set velocity.x / velocity.z; Jump Actuator sets velocity.y 4. Post-process: move_and_slide()
| Property | Details |
|---|---|
gravity_strength
|
Gravity Strength
Default:
9.8
|
max_fall_speed
|
Max Fall Speed
Default:
50.0
|
floor_snap_length
|
Floor Snap Length
Default:
0.1
|
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 |
platform_groups
|
Platform Groups
e.g. moving_platform |
inherit_platform_velocity_on_jump
|
Inherit Platform Velocity On Jump
Default:
true
|
Rotates a Node3D to face the combined Input Map direction instead of the movement/slide direction. Type the node name; the generated script finds it in the current scene at runtime.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
MeshInstance3D
Node3D node name |
forward_action
|
Forward Action
Default:
move_forward
Input Map action |
backward_action
|
Backward Action
Default:
move_backward
Input Map action |
left_action
|
Left Action
Default:
move_left
Input Map action |
right_action
|
Right Action
Default:
move_right
Input Map action |
forward_axis
|
Forward Axis
Choices: -Z (Godot Default),+Z,+X,-X Default:
-z
|
smoothing
|
Smoothing
Default:
0.1
|
camera_relative
|
Camera Relative
Default:
false
|
camera_name
|
Camera Name
Optional camera node name |
Rotates a Node3D to face the direction of movement. Type the node name; the generated script finds it in the current scene at runtime.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
MeshInstance3D
Node3D node name |
forward_axis
|
Forward Axis
Choices: -Z (Godot Default),+Z,+X,-X Default:
-z
|
smoothing
|
Smoothing
Default:
0.1
|
ignore_platform_motion
|
Ignore Platform Motion
Default:
true
|
Moves or rotates a target node. Leave Target Node Name blank to affect self. X/Y/Z fields accept numbers, variable names, or math expressions.
| 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
|
z
|
Z
Default:
0.0
|
space
|
Space
Choices: Local,Global Default:
local
|
camera_relative
|
Camera Relative
Default:
false
|
camera_name
|
Camera Name
e.g. Camera3D |
call_move_and_slide
|
Call Move And Slide
Default:
false
|
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 toward or away from a target.\nSeek: move directly toward target\nFlee: move away from target\nPath Follow: use NavigationAgent3D to pathfind toward target.\n\n⚠ Path Follow finds the NavigationAgent3D by typed node name.
| Property | Details |
|---|---|
navigation_agent_node_name
|
Navigation Agent Node Name
Default:
NavigationAgent3D
NavigationAgent3D node name |
behavior
|
Behavior
Choices: Seek,Flee,Path Follow Default:
seek
|
target_mode
|
Target Mode
Choices: Group,Node Name,Vector Variable Default:
group
|
target_name
|
Target Name |
target_variable
|
Target Variable |
arrival_distance
|
Arrival Distance
Default:
1.0
|
velocity
|
Velocity
Default:
5.0
|
acceleration
|
Acceleration
Default:
0.0
|
turn_speed
|
Turn Speed
Default:
0.0
|
face_target
|
Face Target
Default:
false
|
facing_axis
|
Facing Axis
Choices: +X,-X,+Y,-Y,+Z,-Z Default:
+z
|
use_navmesh_normal
|
Use Navmesh Normal
Default:
false
|
self_terminate
|
Self Terminate
Default:
false
|
lock_y_velocity
|
Lock Y Velocity
Default:
true
|
Rotates this node to face a target found by name or group.\nUseful for turrets, enemies tracking a player, or any look-at behaviour.
| Property | Details |
|---|---|
target_mode
|
Target Mode
Choices: Node Name,Group Default:
node_name
|
target_name
|
Target Name |
axes
|
Axes
Choices: Y Only (Horizontal),X Only (Vertical),Both Default:
y_only
|
forward_axis
|
Forward Axis
Choices: Positive Z (+Z),Negative Z (-Z) Default:
positive_z
|
speed
|
Speed
Choices: 0.0,360.0,0.1 Default:
5.0
|
clamp_x
|
Clamp X
Default:
false
|
clamp_x_min
|
Clamp X Min
Choices: -180.0,0.0,0.1 Default:
-45.0
|
clamp_x_max
|
Clamp X Max
Choices: 0.0,180.0,0.1 Default:
45.0
|
Instantly sets position to a target node or coordinates.\nUseful for respawning, portals, checkpoints.\n\n⚠ Target Node mode adds an @export in the Inspector — assign the destination node there.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
Target
Target Node3D node name |
mode
|
Mode
Choices: Target Node,Coordinates,Vector Variable Default:
target_node
|
x
|
X
Default:
0.0
|
y
|
Y
Default:
0.0
|
z
|
Z
Default:
0.0
|
vector_variable
|
Vector Variable |
copy_rotation
|
Copy Rotation
Default:
false
|
Moves this node through a series of waypoints or along an editable Path3D curve.
| Property | Details |
|---|---|
path_source
|
Path Source
Choices: Node3D Positions:node_positions,Path3D:path3d Default:
node_positions
|
waypoints
|
Waypoints
Default:
[]
|
loop_mode
|
Loop Mode
Choices: Loop,Ping Pong,Once Default:
loop
|
speed
|
Speed
Default:
5.0
number, variable, or expression |
arrival_distance
|
Arrival Distance
Default:
0.5
number, variable, or expression |
face_direction
|
Face Direction
Default:
false
|
follow_curve_tilt
|
Follow Curve Tilt
Default:
false
|
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.
Similar to UPBGE's Edit Object actuator.
| Property | Details |
|---|---|
edit_type
|
Edit Type
Choices: Add Object,End Object,Replace Mesh Default:
End Object
|
spawn_object
|
Spawn Object
Choices: *.tscn,*.scn |
spawn_point
|
Spawn Point
Default:
NodePath("")
|
velocity_x
|
Velocity X
Default:
0.0
|
velocity_y
|
Velocity Y
Default:
0.0
|
velocity_z
|
Velocity Z
Default:
0.0
|
velocity_local
|
Velocity Local
Default:
false
|
lifespan
|
Lifespan
Default:
0.0
|
end_mode
|
End Mode
Choices: Queue Free,Free Immediate Default:
queue_free
|
end_delay
|
End Delay
Default:
0.1
|
mesh_path
|
Mesh Path
Choices: *.mesh,*.obj |
Spawns objects from reusable pools.\nFaster than instancing — reuses inactive nodes.\nPools are created at startup.
| Property | Details |
|---|---|
action
|
Action
Choices: Spawn,Despawn All Default:
spawn
|
scenes
|
Scenes
Default:
[]
|
spawn_mode
|
Spawn Mode
Choices: Random,All Default:
random
|
spawn_amount
|
Spawn Amount
Default:
1
|
spawn_delay
|
Spawn Delay
Choices: 0.0,60.0,0.05 Default:
0.0
|
spawn_at_self
|
Spawn At Self
Default:
true
|
spawn_node
|
Spawn Node |
inherit_rotation
|
Inherit Rotation
Default:
true
|
lifespan
|
Lifespan
Choices: 0.0,600.0,0.1 Default:
0.0
|
Similar to UPBGE's Parent actuator
| Property | Details |
|---|---|
mode
|
Mode
Choices: Set Parent,Remove Parent Default:
set_parent
|
parent_node
|
Parent Node |
keep_transform
|
Keep Transform
Default:
true
|
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
|
Right-click → Actuators → Physics
Can enable/disable CollisionShape3D nodes, set collision layer/mask bits, and toggle Area3D monitoring. Target node is found by name via find_child().
| Property | Details |
|---|---|
target_node_name
|
Target Node Name |
action
|
Action
Choices: Disable Shape,Enable Shape,Set Layer Bit,Set Mask Bit,Enable Monitoring,Disable Monitoring Default:
0
|
layer_value
|
Layer Value
Default:
1
|
bit_enabled
|
Bit Enabled
Default:
true
|
NOTE: Only works with RigidBody3D, not CharacterBody3D
| Property | Details |
|---|---|
x
|
X
Default:
0.0
|
y
|
Y
Default:
0.0
|
z
|
Z
Default:
0.0
|
max_force
|
Max Force
Default:
0.0
|
space
|
Space
Choices: Local,Global Default:
local
|
Use this with RigidBody3D objects. CharacterBody3D gravity belongs in the Character Actuator. This actuator writes to RigidBody3D.constant_force instead of using apply_central_force(). That makes gravity keep working after a one-shot trigger such as a Delay sensor.
| Property | Details |
|---|---|
gravity_strength
|
Gravity Strength
Default:
9.8
|
direction_x
|
Direction X
Default:
0.0
|
direction_y
|
Direction Y
Default:
-1.0
|
direction_z
|
Direction Z
Default:
0.0
|
use_mass
|
Use Mass
Default:
true
|
override_world_gravity
|
Override World Gravity
Default:
true
|
Applies a one-shot impulse to a RigidBody3D.\nFires once per activation — does not accumulate each frame.
| Property | Details |
|---|---|
impulse_type
|
Impulse Type
Choices: Central,Positional,Torque Default:
central
|
x
|
X
Default:
0.0
|
y
|
Y
Default:
0.0
|
z
|
Z
Default:
0.0
|
pos_x
|
Pos X
Default:
0.0
|
pos_y
|
Pos Y
Default:
0.0
|
pos_z
|
Pos Z
Default:
0.0
|
space
|
Space
Choices: Local,Global Default:
local
|
Similar to UPBGE's Linear Velocity actuator
| Property | Details |
|---|---|
mode
|
Mode
Choices: Set,Add,Average Default:
set
|
velocity_x
|
Velocity X
Default:
0.0
|
velocity_y
|
Velocity Y
Default:
0.0
|
velocity_z
|
Velocity Z
Default:
0.0
|
max_speed
|
Max Speed
Default:
0.0
|
local
|
Local
Default:
true
|
Suspend/Resume physics, change mass, gravity, damping, etc.
| Property | Details |
|---|---|
physics_action
|
Physics Action
Choices: Suspend Physics,Resume Physics,Set Mass,Set Gravity Scale,Set Linear Damping,Set Angular Damping,Enable Contact Monitor,Disable Contact Monitor Default:
suspend_physics
|
mass
|
Mass
Default:
1.0
|
gravity_scale
|
Gravity Scale
Default:
1.0
|
linear_damp
|
Linear Damp
Default:
0.0
|
angular_damp
|
Angular Damp
Default:
0.0
|
Applies torque (rotational force) to RigidBody3D objects
| Property | Details |
|---|---|
x
|
X
Default:
0.0
|
y
|
Y
Default:
0.0
|
z
|
Z
Default:
0.0
|
max_torque
|
Max Torque
Default:
0.0
|
space
|
Space
Choices: Local,Global Default:
local
|
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
|
export_node_name
|
Export Node Name
Default:
false
|
target_modulate
|
Target Modulate
Choices: Self Modulate,Modulate Default:
self_modulate
|
color
|
Color
Default:
Color(1
|
transition
|
Transition
Default:
false
|
transition_speed
|
Transition Speed
Default:
5.0
|
Sets the value, min, or max of a ProgressBar, HSlider, VSlider, or any Range node found by name anywhere in the current scene tree.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
ProgressBar
|
node_name_source
|
Node Name Source
Choices: Literal Node Name,String Variable Default:
literal
|
export_node_name
|
Export Node Name
Default:
false
|
set_value
|
Set Value
Default:
true
|
value
|
Value
Default:
100.0
|
set_min
|
Set Min
Default:
false
|
min_value
|
Min Value
Default:
0.0
|
set_max
|
Set Max
Default:
false
|
max_value
|
Max Value
Default:
100.0
|
transition
|
Transition
Default:
false
|
transition_speed
|
Transition Speed
Default:
5.0
|
Updates a Label, Label3D, or RichTextLabel by node name. Searches the whole current scene tree, so this brick can live on any node.
| Property | Details |
|---|---|
target_node_name
|
Target Node Name
Default:
Label
|
node_name_source
|
Node Name Source
Choices: Literal Node Name,String Variable Default:
literal
|
export_node_name
|
Export Node Name
Default:
false
|
mode
|
Mode
Choices: Variable,Static Default:
variable
|
variable_name
|
Variable Name |
prefix
|
Prefix |
suffix
|
Suffix |
static_text
|
Static Text |
Animates any property on self or on a node found by name anywhere in the current scene tree.
| Property | Details |
|---|---|
target_mode
|
Target Mode
Choices: Self,Node Default:
self
|
target_node_name
|
Target Node Name |
node_name_source
|
Node Name Source
Choices: Literal Node Name,String Variable Default:
literal
|
export_node_name
|
Export Node Name
Default:
false
|
property
|
Property
Default:
modulate:a
|
target_value
|
Target Value
Default:
0.0
|
duration
|
Duration
Default:
0.5
|
trans_type
|
Trans Type
Choices: Linear,Sine,Quint,Quart,Quad,Expo,Elastic,Bounce,Back,Spring,Circular,Cubic Default:
linear
|
ease_type
|
Ease Type
Choices: In,Out,In Out,Out In Default:
in_out
|
loop
|
Loop
Default:
false
|