3D Actuators

Setup guidance and the complete actuator reference organized exactly like the 3D right-click menu.

◷ 59 min read Phase 5 enhanced
Guidance panels
Source of truth This page lists only bricks registered by the uploaded addon. Legacy aliases and compatibility script shims are not presented as separate menu entries.
Chapter guide

Building 3D actions

These actuators are grouped exactly like the 3D right-click menu. Use the submenu links to jump to the action family you need.

  1. Select a supported 3D node.
  2. Choose the matching right-click submenu.
  3. Test the actuator with a simple chain before combining systems.
3D WORKFLOW

3D Setup and Actuators

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.

1

Select a 3D node

Select a Node3D, CharacterBody3D, RigidBody3D, Camera3D, light, or another supported 3D node in the Scene dock.

2

Open Logic Bricks

Open the Logic Bricks editor. The addon detects the selected node as a 3D context and filters the available bricks accordingly.

3

Build the chain

Add a Sensor , an optional Controller , and an Actuator. Target-node fields can point to other nodes when an action should affect something else.

4

Choose by submenu

Right-click the graph, open Actuators, and choose the same submenu shown in the category links below.

How this relates to the menu

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 SUBMENU

Animation

Right-click → Actuators → Animation

actuator • shared

Animation

3D

Play, stop, or control animations by name.\nAutomatically finds the AnimationPlayer that owns the animation.\nWorks with AnimationPlayers nested at any depth.

Menu Add Logic Brick → Actuators → Animation
Source actuators/common/animation_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Animation
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Animation screenshot placeholder
Animation screenshot
actuator • 3d

Animation State

3D

Beginner-friendly AnimationTree control. Use Go To State for normal character animations. Blending comes from the transition Xfade Time inside the AnimationTree.

Menu Add Logic Brick → Actuators → Animation
Source actuators/3d/animation_tree_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Animation State
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Animation State screenshot placeholder
Animation State screenshot
actuator • 3d

Sprite Frames

3D

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.

Menu Add Logic Brick → Actuators → Animation
Source actuators/3d/sprite_frames_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Sprite Frames
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Sprite Frames screenshot placeholder
Sprite Frames screenshot
RIGHT-CLICK SUBMENU

Audio

Right-click → Actuators → Audio

actuator • 3d

3D Audio

3D

Play, stop, pause, and fade 3D or spatial audio from a file.

Menu Add Logic Brick → Actuators → Audio
Source actuators/3d/sound_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the audio action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller 3D Audio
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
3D Audio screenshot placeholder
3D Audio screenshot
actuator • shared

2D Audio

3D

Play 2D or UI audio from a file.

Menu Add Logic Brick → Actuators → Audio
Source actuators/common/audio_2d_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the audio action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller 2D Audio
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
2D Audio screenshot placeholder
2D Audio screenshot
actuator • shared

Music

3D

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.

Menu Add Logic Brick → Actuators → Audio
Source actuators/common/music_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Music
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Music screenshot placeholder
Music screenshot
RIGHT-CLICK SUBMENU

Camera

Right-click → Actuators → Camera

actuator • 3d

3rd Person Camera

3D

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.

Menu Add Logic Brick → Actuators → Camera
Source actuators/3d/third_person_camera_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller 3rd Person Camera
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
3rd Person Camera screenshot placeholder
3rd Person Camera screenshot
actuator • 3d

Camera Zoom

3D

Changes camera FOV (3D) or zoom (2D).\nDrag your camera into the inspector slot.

Menu Add Logic Brick → Actuators → Camera
Source actuators/3d/camera_zoom_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Camera Zoom
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Camera Zoom screenshot placeholder
Camera Zoom screenshot
actuator • 3d

Set Camera

3D

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.

Menu Add Logic Brick → Actuators → Camera
Source actuators/3d/set_camera_actuator.gd

Options

Property Details
camera_node_name Camera Node Name
Default: Camera3D
Camera3D node name
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Set Camera
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Set Camera screenshot placeholder
Set Camera screenshot
actuator • 3d

Smooth Follow Camera

3D

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.

Menu Add Logic Brick → Actuators → Camera
Source actuators/3d/smooth_follow_camera_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Smooth Follow Camera
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Smooth Follow Camera screenshot placeholder
Smooth Follow Camera screenshot
actuator • 3d

Split Screen

3D

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.

Menu Add Logic Brick → Actuators → Camera
Source actuators/3d/split_screen_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Split Screen
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Split Screen screenshot placeholder
Split Screen screenshot
RIGHT-CLICK SUBMENU

Environment

Right-click → Actuators → Environment

actuator • 3d

Environment

3D

Modifies WorldEnvironment properties at runtime.\nDrag your WorldEnvironment node into the inspector slot.\nAll value fields accept a number or a variable name / expression.

Menu Add Logic Brick → Actuators → Environment
Source actuators/3d/environment_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Environment
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Environment screenshot placeholder
Environment screenshot
actuator • 3d

Light

3D

Control a light node's properties and apply animated FX effects.\nSelect the light type to expose its specific properties.

Menu Add Logic Brick → Actuators → Environment
Source actuators/3d/light_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Light
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Light screenshot placeholder
Light screenshot
RIGHT-CLICK SUBMENU

Game

Right-click → Actuators → Game

actuator • shared

Game

3D

Exit, restart, pause, and screenshot functionality

Menu Add Logic Brick → Actuators → Game
Source actuators/common/game_actuator.gd

Options

Property Details
action Action
Choices: Exit,Reload Scene,Pause,Screenshot
Default: exit
screenshot_path Screenshot Path
Default: user://screenshot.png
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Game
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Game screenshot placeholder
Game screenshot
actuator • shared

Preload

3D

Preloads resources (materials, scenes, textures, audio, meshes) into memory before they are needed, preventing runtime hitches and frame drops.

Menu Add Logic Brick → Actuators → Game
Source actuators/common/preload_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Preload
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Preload screenshot placeholder
Preload screenshot
actuator • 3d

Save / Load

3D

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

Menu Add Logic Brick → Actuators → Game
Source actuators/3d/save_load_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Save / Load
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Save / Load screenshot placeholder
Save / Load screenshot
actuator • shared

Scene

3D

Similar to UPBGE's Scene actuator

Menu Add Logic Brick → Actuators → Game
Source actuators/common/scene_actuator.gd

Options

Property Details
mode Mode
Choices: Restart,Set Scene
Default: restart
scene_path Scene Path
Choices: *.tscn,*.scn
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Scene
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Scene screenshot placeholder
Scene screenshot
RIGHT-CLICK SUBMENU

Game Feel

Right-click → Actuators → Game Feel

actuator • shared

Hit Stop

3D

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.

Menu Add Logic Brick → Actuators → Game Feel
Source actuators/common/hit_stop_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Hit Stop
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Hit Stop screenshot placeholder
Hit Stop screenshot
actuator • 3d

Object Flash

3D

Flashes a mesh/object with a temporary color overlay.\nType a node name, not a path.\n\

Menu Add Logic Brick → Actuators → Game Feel
Source actuators/3d/object_flash_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Object Flash
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Object Flash screenshot placeholder
Object Flash screenshot
actuator • 3d

Object Shake

3D

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.

Menu Add Logic Brick → Actuators → Game Feel
Source actuators/3d/object_shake_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Object Shake
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Object Shake screenshot placeholder
Object Shake screenshot
actuator • shared

Rumble

3D

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.

Menu Add Logic Brick → Actuators → Game Feel
Source actuators/common/rumble_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Rumble
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Rumble screenshot placeholder
Rumble screenshot
actuator • shared

Screen Flash

3D

Flashes a color over the screen.\nPress \

Menu Add Logic Brick → Actuators → Game Feel
Source actuators/common/screen_flash_actuator.gd

Options

Property Details
color Color
Default: Color(1
duration Duration
Default: 0.3
fade_in Fade In
Default: 0.05
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Screen Flash
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Screen Flash screenshot placeholder
Screen Flash screenshot
actuator • 3d

Screen Shake

3D

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.

Menu Add Logic Brick → Actuators → Game Feel
Source actuators/3d/screen_shake_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Screen Shake
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Screen Shake screenshot placeholder
Screen Shake screenshot
RIGHT-CLICK SUBMENU

Logic

Right-click → Actuators → Logic

actuator • shared

Get Variable

3D

Reads a variable from self, another node, or GlobalVars and stores it for later bricks.

Menu Add Logic Brick → Actuators → Logic
Source actuators/common/get_variable_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the logic action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Get Variable
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Get Variable screenshot placeholder
Get Variable screenshot
actuator • shared

Modify Variable

3D

Modifies a variable's value.\nWorks with local and global variables.\nAutomatically uses GlobalVars if not found locally.

Menu Add Logic Brick → Actuators → Logic
Source actuators/common/variable_actuator.gd

Options

Property Details
variable_name Variable Name
mode Mode
Choices: Assign,Add,Copy,Toggle
Default: assign
value Value
source_variable Source Variable
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Modify Variable
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Modify Variable screenshot placeholder
Modify Variable screenshot
actuator • shared

Random

3D

Similar to UPBGE's Random actuator

Menu Add Logic Brick → Actuators → Logic
Source actuators/common/random_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Random
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Random screenshot placeholder
Random screenshot
actuator • shared

Signal

3D

Sends a signal to other nodes.\nReceiving nodes need a Signal Sensor listening for the subject.

Menu Add Logic Brick → Actuators → Logic
Source actuators/common/message_actuator.gd

Options

Property Details
target_group Target Group
subject Subject
body Body
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Signal
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Signal screenshot placeholder
Signal screenshot
actuator • shared

State

3D

State logic brick.

Menu Add Logic Brick → Actuators → Logic
Source actuators/common/state_actuator.gd

Options

Property Details
state_id State Id
Choices: __STATE_LIST__
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller State
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
State screenshot placeholder
State screenshot
RIGHT-CLICK SUBMENU

Motion

Right-click → Actuators → Motion

actuator • 3d

Character Jump

3D

Applies a jump impulse to a CharacterBody3D. Pair with the Character Actuator for gravity and ground detection.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/jump_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the motion action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Character Jump
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Character Jump screenshot placeholder
Character Jump screenshot
actuator • 3d

Character Physics

3D

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()

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/character_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Character Physics
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Character Physics screenshot placeholder
Character Physics screenshot
actuator • 3d

Look At Input

3D

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.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/look_at_input_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Look At Input
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Look At Input screenshot placeholder
Look At Input screenshot
actuator • 3d

Look At Movement

3D

Rotates a Node3D to face the direction of movement. Type the node name; the generated script finds it in the current scene at runtime.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/look_at_movement_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Look At Movement
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Look At Movement screenshot placeholder
Look At Movement screenshot
actuator • 3d

Motion

3D

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.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/motion_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Motion
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Motion screenshot placeholder
Motion screenshot
actuator • 3d

Mouse

3D

Toggle cursor visibility or rotate object based on mouse movement

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/mouse_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Mouse
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Mouse screenshot placeholder
Mouse screenshot
actuator • 3d

Move Towards

3D

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.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/move_towards_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Move Towards
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Move Towards screenshot placeholder
Move Towards screenshot
actuator • 3d

Rotate Towards

3D

Rotates this node to face a target found by name or group.\nUseful for turrets, enemies tracking a player, or any look-at behaviour.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/rotate_towards_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Rotate Towards
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Rotate Towards screenshot placeholder
Rotate Towards screenshot
actuator • 3d

Teleport

3D

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.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/teleport_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Teleport
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Teleport screenshot placeholder
Teleport screenshot
actuator • 3d

Waypoint Path

3D

Moves this node through a series of waypoints or along an editable Path3D curve.

Menu Add Logic Brick → Actuators → Motion
Source actuators/3d/waypoint_path_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Waypoint Path
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Waypoint Path screenshot placeholder
Waypoint Path screenshot
RIGHT-CLICK SUBMENU

Object

Right-click → Actuators → Object

actuator • shared

Get Transforms

3D

Gets position, rotation, and scale from a node or the nearest member of a group and stores the values as variables.

Menu Add Logic Brick → Actuators → Object
Source actuators/common/get_transforms_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the object action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Get Transforms
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Get Transforms screenshot placeholder
Get Transforms screenshot
actuator • shared

Set Transforms

3D

Sets position, rotation, and scale from entered values or variables, instantly or over time.

Menu Add Logic Brick → Actuators → Object
Source actuators/common/scale_actuator.gd

This brick exposes no configurable properties.

Using this brick

Typical uses

  • Perform the object action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Set Transforms
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Set Transforms screenshot placeholder
Set Transforms screenshot
actuator • 3d

Edit Object

3D

Similar to UPBGE's Edit Object actuator.

Menu Add Logic Brick → Actuators → Object
Source actuators/3d/edit_object_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Edit Object
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Edit Object screenshot placeholder
Edit Object screenshot
actuator • 3d

Object Pool

3D

Spawns objects from reusable pools.\nFaster than instancing — reuses inactive nodes.\nPools are created at startup.

Menu Add Logic Brick → Actuators → Object
Source actuators/3d/object_pool_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Object Pool
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Object Pool screenshot placeholder
Object Pool screenshot
actuator • 3d

Parent

3D

Similar to UPBGE's Parent actuator

Menu Add Logic Brick → Actuators → Object
Source actuators/3d/parent_actuator.gd

Options

Property Details
mode Mode
Choices: Set Parent,Remove Parent
Default: set_parent
parent_node Parent Node
keep_transform Keep Transform
Default: true
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Parent
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Parent screenshot placeholder
Parent screenshot
actuator • shared

Property

3D

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.

Menu Add Logic Brick → Actuators → Object
Source actuators/common/property_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Property
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Property screenshot placeholder
Property screenshot
actuator • shared

Visibility

3D

Shows, hides, or toggles visibility of a node by name. Uses the same current-scene recursive name lookup as the Text Actuator.

Menu Add Logic Brick → Actuators → Object
Source actuators/common/visibility_actuator.gd

Options

Property Details
target_node_name Target Node Name
Default: self
Node name
action Action
Choices: Show,Hide,Toggle
Default: show
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Visibility
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Visibility screenshot placeholder
Visibility screenshot
RIGHT-CLICK SUBMENU

Physics

Right-click → Actuators → Physics

actuator • 3d

Collision

3D

Can enable/disable CollisionShape3D nodes, set collision layer/mask bits, and toggle Area3D monitoring. Target node is found by name via find_child().

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/collision_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Collision
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Collision screenshot placeholder
Collision screenshot
actuator • 3d

Force

3D

NOTE: Only works with RigidBody3D, not CharacterBody3D

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/force_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Force
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Force screenshot placeholder
Force screenshot
actuator • 3d

Gravity

3D

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.

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/gravity_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Gravity
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Gravity screenshot placeholder
Gravity screenshot
actuator • 3d

Impulse

3D

Applies a one-shot impulse to a RigidBody3D.\nFires once per activation — does not accumulate each frame.

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/impulse_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Impulse
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Impulse screenshot placeholder
Impulse screenshot
actuator • 3d

Linear Velocity

3D

Similar to UPBGE's Linear Velocity actuator

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/linear_velocity_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Linear Velocity
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Linear Velocity screenshot placeholder
Linear Velocity screenshot
actuator • 3d

Physics

3D

Suspend/Resume physics, change mass, gravity, damping, etc.

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/physics_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Physics
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Physics screenshot placeholder
Physics screenshot
actuator • 3d

Torque

3D

Applies torque (rotational force) to RigidBody3D objects

Menu Add Logic Brick → Actuators → Physics
Source actuators/3d/torque_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Pair it with an appropriate sensor to control when the action occurs.

Example chain

Choose a sensor Controller Torque
Tip Test the actuator with the simplest possible sensor first, then add variables, timing, or additional conditions.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Torque screenshot placeholder
Torque screenshot
RIGHT-CLICK SUBMENU

UI

Right-click → Actuators → UI

actuator • shared

Modulate

3D

Sets or smoothly transitions the color/alpha of a UI or 2D node found by name anywhere in the current scene tree.

Menu Add Logic Brick → Actuators → UI
Source actuators/common/modulate_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Modulate
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Modulate screenshot placeholder
Modulate screenshot
actuator • 3d

Progress Bar

3D

Sets the value, min, or max of a ProgressBar, HSlider, VSlider, or any Range node found by name anywhere in the current scene tree.

Menu Add Logic Brick → Actuators → UI
Source actuators/3d/progress_bar_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Progress Bar
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Progress Bar screenshot placeholder
Progress Bar screenshot
actuator • 3d

Text

3D

Updates a Label, Label3D, or RichTextLabel by node name. Searches the whole current scene tree, so this brick can live on any node.

Menu Add Logic Brick → Actuators → UI
Source actuators/3d/text_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Text
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake A continuously active sensor may run this actuator every frame. Use a one-shot condition when the action should happen only once.
Text screenshot placeholder
Text screenshot
actuator • shared

Tween

3D

Animates any property on self or on a node found by name anywhere in the current scene tree.

Menu Add Logic Brick → Actuators → UI
Source actuators/common/tween_actuator.gd

Options

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
Using this brick

Typical uses

  • Perform the general action described above after a sensor/controller chain succeeds.
  • Reuse the brick in multiple states or chains with different option values.
  • Target a specific node by configuring the node field before testing the chain.

Example chain

Choose a sensor Controller Tween
Tip Confirm the target node name and node type before troubleshooting the rest of the chain.
Common mistake Timing options change how long the action takes; avoid retriggering the same transition every frame unless that behavior is intentional.
Tween screenshot placeholder
Tween screenshot
AVAILABLE IN THIS WORKFLOW

General

Actuators available in the 3D workflow.