reference - armory3d/armory GitHub Wiki
Logic Nodes Reference
This document was generated automatically. Please do not edit this page directly, instead change the docstrings of the nodes in their Python files or the generator script and open a pull request. Thank you for contributing to this reference!
This reference was built for Armory 2020.11.
Node Categories
- Basic
- Data
- Motion
- Values
- Graphics
- Sound
- Misc
Logic
Logic nodes are used to control execution flow using branching, loops, gates etc.
Alternate Output
Activates the outputs "0" and "1" alternating every time it is active.
Branch
Activates its true
or false
output, according to the state of the plugged-in boolean.
Call Function
Calls the given function that was created by the Function node.
Function
Creates a reusable function that can be called by the Call Function node.
Function Output
Sets the return value for the given function.
See also:
Gate
Logic nodes way to do "if" statements. When activated, it compares if its two inputs are being Equal, Greater Equal, Less Equal, or Not Equal, regardless of variable type, and passes through its active input to the output that matches the result of the comparison. "And" and "Or" are being used for booleans only, and pass through the input when both booleans are true (And) or at least one (Or).
Invert Boolean
Inverts the plugged-in boolean. If its input is true
it outputs false
.
Invert Output
Activates the output if the input is not active.
Is False
Passes through its activation only if the plugged-in boolean equals false
.
See also:
Is Not Null
Passes through its activation only if the plugged-in value is not null
.
See also:
Is Null
Passes through its activation only if the plugged-in value is null
(no value).
See also:
Is True
Passes through its activation only if the plugged-in boolean equals true
.
See also:
Loop
Resembles a for-loop (for (i in from...to)
) that is executed at once when this node is activated.
See also:
Inputs:
From
: The value to start the loop from (inclusive)To
: The value to end the loop at (exclusive)
Outputs:
Loop
: Active at every iteration of the loopIndex
: The index for the current iterationDone
: Activated once when the looping is done
Loop Break
Terminates the currently executing loop (only one loop is executed at once).
See also:
Merge
Activates the output when any connected input is activated.
Options:
New
: Add a new input socket.X Button
: Remove the lowermost input socket.
Null
A null
value that can be used in comparisons and conditions.
Sequence
Activates the outputs one by one sequentially and repeatedly.
Switch Output
Activates the outputs depending of the value. If the "value" is equal to "case 1", the output "case 1" will be activated.
Outputs:
Default
: Activated if the input value does not match any case.
To Boolean
Converts a signal to a boolean value. If the input signal is active, the boolean is true
; if not, the boolean is false
.
While
Loops while the condition is true
.
See also:
Inputs:
Condition
: boolean that resembles the result of the condition
Outputs:
Loop
: Activated on every iteration stepDone
: Activated when the loop is done executing
Event
On Application State
Listens to different application state changes.
On Event
Activates the output when the given event is received.
See also:
On Init
Activates the output on the first frame of execution of the logic tree.
On Timer
Activates the output when a given time elapsed (optionally repeating the timer).
Inputs:
Duration
: the time in seconds after which to activate the outputRepeat
: whether to repeat the timer
On Update
Activates the output on every frame.
Options:
Update
: (default) activates the output every frame.Late Update
: activates the output after all non-late updates are calculated.Physics Pre-Update
: activates the output before calculating the physics. Only available when using a physics engine.
Send Event To Object
Sends the given event to the given object.
See also:
Inputs:
Event
: the identifier of the eventObject
: the receiving object
Send Global Event
Sends the given event to all objects in the scene.
See also:
Inputs:
Event
: the identifier of the event
Input
Gamepad
Activates the output when there is a gamepad event.
See also:
Inputs:
Gamepad
: the ID of the gamepad.
Options:
State
: the state of the gamepad button to listen to.Button
: the gamepad button that should activate the output.
Gamepad Coords
Returns the coordinates of the given gamepad.
See also:
Inputs:
Gamepad
: the ID of the gamepad.
Get Cursor Location
Returns the mouse cursor location in screen coordinates (pixels).
Get Cursor State
Returns the state of the mouse cursor.
See also:
Outputs:
Is Hidden Locked
:true
if the mouse cursor is both hidden and locked.Is Hidden
:true
if the mouse cursor is hidden.Is Locked
:true
if the mouse cursor is locked.
Get Mouse Lock (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Get Cursor State
.
Deprecated. It is recommended to use the 'Get Cursor State' node instead.
Get Mouse Movement
Returns the movement coordinates of the mouse.
Get Mouse Visible (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Get Cursor State
.
Deprecated. It is recommended to use the 'Get Cursor State' node instead.
Get Touch Location
Returns the location of the last touch event in screen coordinates (pixels).
Get Touch Movement
Returns the movement values of the current touch event.
Keyboard
Activates the output when the given keyboard action is done.
Mouse
Activates the output when the given mouse action is done.
Mouse Coords (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Get Cursor Location
.
Deprecated. It is recommended to use 'Get Cursor Location' node and the 'Get Mouse Movement' node instead.
On Gamepad (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Gamepad
.
Deprecated. It is recommended to use the 'Gamepad' node instead.
On Keyboard (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Keyboard
.
Deprecated. It is recommended to use the 'Keyboard' node instead.
On Mouse (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Mouse
.
Deprecated. It is recommended to use the 'Mouse' node instead.
On Surface (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Surface
.
Deprecated. Is recommended to use the 'Surface' node instead.
On Swipe
Activates the output when the given swipe action is done.
On Tap Screen
Activates the output when the given tap action is done.
On Virtual Button (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Virtual Button
.
Deprecated. Is recommended to use 'Virtual Button' node instead.
Sensor Coords
TO DO.
Set Cursor State
Sets the state of the mouse cursor.
See also:
Options:
Hide Locked
: hide and lock or unhide and unlock the mouse cursor.
Outputs:
Hide
: hide/unhide the mouse cursor.Lock
: lock/unlock the mouse cursor.
Set Mouse Lock (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Cursor State
.
Deprecated. It is recommended to use the 'Set Cursor State' node instead.
Set Mouse Visible (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Cursor State
.
Deprecated. It is recommended to use the 'Set Cursor State' node instead.
Surface
Activates the output when the given action over the screen is done.
Surface Coords (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Get Touch Movement
,Get Touch Location
.
Deprecated. Is recommended to use 'Get Touch Location' and 'Get Touch Movement' node instead.
Virtual Button
Activates the output when the given action over the virtual button is done.
Native
The Native category contains nodes which interact with the system (Input/Output functionality, etc.) or Haxe.
Call Haxe Static
Calls the given static Haxe function.
Inputs:
Function
: the full module path to the function.
Outputs:
Result
: the result of the function.
Detect Mobile Browser
Determines the mobile browser or not (works only for web browsers).
Expression
Evaluates a Haxe expression and returns its output.
Outputs:
Result
: the result of the expression.
Get Haxe Property
Returns a property of an Haxe object (via the Reflection API).
See also:
Get System Language
Returns the language of the current system.
Get System Name
Returns the name of the current system.
Load URL
Load the given URL in a new tab (works only for web browsers).
Print the given value to the console.
Read File
Returns the content of the given file.
See also:
Read JSON
Returns the content of the given JSON file.
See also:
Read Storage
Reads a stored content.
See also:
Script
Executes the given script.
Set Haxe Property
Sets a property of an Haxe object (via the Reflection API).
See also:
Set Vibrate
Pulses the vibration hardware on the device for time in milliseconds, if such hardware exists.
Shutdown
Closes the application.
Write File
Writes the given content in the given file.
See also:
Write JSON
Writes the given content in the given JSON file.
See also:
Write Storage
Writes the given content in the given key.
See also:
Camera
Get Camera Active
Returns the active camera.
See also:
Get Camera FOV
Returns the field of view (FOV) of the given camera.
See also:
Set Camera Active
Sets the active camera.
See also:
Set Camera FOV
Sets the field of view (FOV) of the given camera.
See also:
Material
Get Object Material
Returns the material of the given object.
Material
Stores the given material as a variable.
Set Material Image Param
TO DO.
Set Material RGB Param
TO DO.
Set Material Value Param
TO DO.
Set Object Material (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Object Material Slot
.
Sets the material of the given object.
Set Object Material Slot
TO DO.
Light
Set Light Color
Sets the color of the given light.
Set Light Strength
Sets the strenght of the given light.
Object
Get Distance
Returns the euclidian distance between the two given objects.
See also:
- For distance between two locations, use the
Distance
operator in theVector Math
node.
Get Object By Name
Searches for a object that uses the given name and returns it.
Get Object Child
Returns the child of the given object by the child object's name.
Get Object Children
Returns the children of the given object.
Get Object Mesh
Returns the mesh of the given object.
Get Object Name
Returns the name of the given object.
Get Object Offscreen
Returns if the given object is offscreen. Don't works if culling is disabled.
Get Object Parent
Returns the direct parent (nearest in the hierarchy) of the given object.
See also:
Get Object Property
Returns the value of the given object property.
See also:
Get Object Visible
Returns whether the given object or its visual components are visible.
See also:
Mesh
Stores the given mesh as a variable.
Object
Stores the given object as a variable.
Remove Object
Removes the given object from the scene.
Remove Object Parent
Removes the parent of the given object.
Self Object
Returns the object that owns the trait.
Set Object Mesh
Sets the mesh of the given object.
Set Object Name
Sets the name of the given object.
Set Object Parent
Sets the direct parent (nearest in the hierarchy) of the given object.
See also:
Set Object Property
Sets the value of the given object property. This node can be used to share variables between different traits. If the trait(s) you want to access the variable with are on different objects, use the Global Object
node to store the data. Every trait can access this one.
See also:
Set Object Visible
Sets whether the given object is visible.
See also:
Spawn Object
Spawns the given object. The spawned object has the same name of its instance, but they are threated as different objects.
Scene
Collection
Returns the objects of the given collection as an array.
See also:
Create Collection
Creates a collection.
Get Collection
Searches for a collection of objects with the given name and outputs the collection's objects as an array, if found.
See also:
Get Scene Active
Returns the active scene.
Get Scene Root
Returns the root object of the current scene.
Global Object
Gives access to a global object which can be used to share information between different traits.
Remove Collection
Removes the given collection from the scene.
Remove Scene Active
Removes the active scene.
Scene
Stores the given scene as a variable.
Set Scene Active
Sets the active scene.
Spawn Collection
Spawns a new instance of the selected collection. Each spawned instance has an empty owner object to control the instance as a whole (like Blender uses it for collection instances).
Inputs:
In
: activates the node.Transform
: the transformation of the instance that should be spawned. Please note that the collection's instance offset is also taken into account.
Outputs:
Out
: activated when a collection instance was spawned. It is not activated when no collection is selected.Top-Level Objects
: all objects in the last spawned collection that are direct children of the owner object of the collection's instance.All Objects
: all objects in the last spawned collection.Owner Object
: The owning object of the last spawned collection's instance.
Spawn Scene
Spawns the given scene.
Trait
Add Trait To Object
Adds trait to the given object.
Get Object Trait
Searches for a trait with the specified name which is applied to the given object and returns that trait.
Get Object Traits
Returns all traits from the given object.
Get Trait Name
Returns the name and the class type of the given trait.
Pause Trait (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Trait Paused
.
Pauses the given trait.
Remove Trait
Removes the given trait.
Resume Trait (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Trait Paused
.
Resumes the given trait.
Self Trait
Returns the trait that owns this node.
Set Trait Paused
Sets the paused state of the given trait.
Trait
Stores the given trait as a variable. If the trait was not found or was not exported, an error is thrown (more information).
Animation
Action
Stores the given action as a variable.
Blend Action
Interpolates between the two given actions.
Bone FK
Applies forward kinematics in the given object bone.
Bone IK
Applies inverse kinematics in the given object bone.
Get Action State
Returns the information about the current action of the given object.
Get Tilesheet State
Returns the information about the current tilesheet of the given object.
On Action Marker
Activates the output when the object action reaches the action marker.
Pause Action (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Action Paused
.
Pauses the given action.
Pause Tilesheet (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Tilesheet Paused
.
Pauses the given tilesheet action.
Play Action (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Play Action From
.
Plays the given action.
Play Action From
Plays action starting from the given frame.
Play Tilesheet
Plays the given tilesheet action.
Resume Action (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Action Paused
.
Resumes the given action.
Resume Tilesheet (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Tilesheet Paused
.
Resumes the given tilesheet action.
Set Action Paused
Sets the action paused state of the given object.
Set Action Speed
Sets the current action playback speed of the given object.
Set Parent Bone
Sets the given object parent to the given bone.
Set Particle Speed
Sets the speed of the given particle source.
Set Tilesheet Paused
Sets the tilesheet paused state of the given object.
Navmesh
Go To Location
Makes a NavMesh agent go to location.
Navigable Location
TO DO.
Pick NavMesh Location
Pick a location coordinates in the given NavMesh.
Stop Agent
Stops the given NavMesh agent.
Transform
Append Transform
Appends transform to the given object.
Get Object Location
Returns the current location of the given object in world coordinates.
Get Object Rotation
Returns the current rotation of the given object.
Get Object Scale
Returns the scale of the given object.
Get Object Transform
Returns the transformation of the given object. An object's transform consists of vectors describing its global location, rotation and scale.
Get World Orientation
Returns the world orientation of the given object.
Look At
TO DO.
Quaternion
TO DO.
Rotate Object
Rotates the given object.
Rotate Object Around Axis (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Rotate Object
.
Deprecated. It is recommended to use the 'Rotate Object' node instead.
Scale Object (Deprecated)
DEPRECATED. This node is deprecated and will be removed in future versions of Armory. Please use the following node(s) instead:
Set Object Scale
.
Deprecated. 'Use Set Object Scale' instead.
Separate Quaternion
TO DO.
Separate Transform
Separates the transform of the given object.
Set Object Location
Sets the location of the given object.
Set Object Rotation
Sets the rotation of the given object.
Set Object Scale
Sets the scale of the given object.
Set Object Transform
Sets the transform of the given object.
Transform
Stores the location, rotation and scale values as a transform.
Transform Math
Operates the two given transform values.
Translate Object
Translates (moves) the given object using the given vector in world coordinates.
Translate On Local Axis
Translates (moves) the given object using the given vector in the local coordinates.
Vector From Transform
Returns vector from the given transform.
Vector To Object Orientation
Converts a world oriented vector to a given object oriented vector. Works similarly to 'On Local Axis' checkboxes.
See also:
Physics
Apply Force
Applies force in the given rigid body.
See also:
Inputs:
Force
: the force vectorOn Local Axis
: iftrue
, interpret the force vector as in object space
Apply Force At Location
Applies force in the given rigid body at the given position.
See also:
Inputs:
Force
: the force vectorForce On Local Axis
: iftrue
, interpret the force vector as in object spaceLocation
: the location where to apply the forceLocation On Local Axis
: iftrue
, use the location relative to the objects location, otherwise use world coordinates
Apply Impulse
Applies impulse in the given rigid body.
See also:
Inputs:
Impulse
: the impulse vectorOn Local Axis
: iftrue
, interpret the impulse vector as in object space
Apply Impulse At Location
Applies impulse in the given rigid body at the given position.
See also:
Inputs:
Impulse
: the impulse vectorImpulse On Local Axis
: iftrue
, interpret the impulse vector as in object spaceLocation
: the location where to apply the impulseLocation On Local Axis
: iftrue
, use the location relative to the objects location, otherwise use world coordinates
Apply Torque
Applies torque to the given rigid body.
Apply Torque Impulse
Applies torque impulse in the given rigid body.
Get RB Contacts
Returns an array with all objects that are colliding with the given object.
See also:
Get RB Data
Returns the data of the given rigid body.
Get RB First Contact
Returns the first object that is colliding with the given object.
See also:
Get RB Velocity
Returns the world velocity of the given rigid body.
Get World Gravity
Returns the world gravity.
See also:
Has Contact
Returns whether the given rigid body has contact with another given rigid body.
Has Contact Array
Returns whether the given rigid body has contact with other given rigid bodies.
On Contact
Activates the output when the rigid body make contact with another rigid body.
Options:
Begin
: the output is activated on the first frame when the two objects have contactEnd
: the output is activated on the frame after the last frame when the two objects had contactOverlap
: the output is activated on each frame the object have contact
On Contact Array
Activates the output when the given rigid body make contact with other given rigid bodies.
On Volume Trigger
Activates the output when the given rigid body enter, overlap or leave the given trigger.
Pick RB
Pickes the rigid body in the given location using the screen coordinates (2D).
Ray Cast
Casts a physics ray and returns the first object that is hit by this ray.
See also:
Inputs:
From
: the location from where to start the ray, in world coordinatesTo
: the target location of the ray, in world coordinatesCollision Group Mask
: A bit mask value to specify which objects are considered
Outputs:
Rigid Body
: the object that was hitHit
: the hit position in world coordinatesNormal
: the surface normal of the hit position relative to the world
Remove RB
Removes the rigid body from the given object.
Set RB Activation State
Sets the activation state of the given rigid body.
Set RB Friction
Sets the friction of the given rigid body.
Set RB Gravity Enabled
Sets whether the gravity is enabled for the given rigid body.
Set RB Velocity
Sets the velocity of the given rigid body.
Set World Gravity
Sets the world gravity.
See also:
Volume Trigger
Returns true
if the given rigid body enters, overlaps or leaves the given volume trigger.
Inputs:
Object
: this object is taken as the entering objectVolume
: this object is used as the volume
Array
Array Add
Adds the given value to the given array.
Inputs:
Array
: the array to manipulate.Modify Original
: iffalse
, the input array is copied before adding the value.Unique Values
: iftrue
, values may occur only once in that array (only primitive data types are supported).
Array Boolean
Stores an array of boolean elements as a variable.
Array Color
Stores an array of color elements as a variable.
Array Contains
Returns whether the given array contains the given value.
Array Dynamic
Stores the given array as a variable.
Array Float
Stores an array of float elements as a variable.
Array Get
Returns the value of the given array at the given index.
Array Integer
Stores an array of integer elements as a variable.
Array Length
Returns the length of the given array.
Array Loop
Loops through each item of the given array.
Array Object
Stores an array of object elements as a variable.
Array Pop
Removes the last element of the given array.
See also:
Array Remove By Index
Removes the element from the given array by its index.
See also:
Array Remove By Value
Removes the element from the given array by its value.
See also:
Array Set
Sets the value of the given array at the given index.
Array Shift
Removes the first element of the given array.
See also:
Array Slice
Creates a shallow copy of the given array in the specified range.
See also:
Array Splice
Removes the given amount of elements from the given array.
See also:
Array String
Stores an array of string elements as a variable.
Array Vector
Stores an array of vector elements as a variable.
Math
Compare
Compares values.
Deg to Rad
Converts degrees to radians.
Math
Operates values. Some operations uses only the first input.
Matrix Math
Multiplies matrices.
Mix
Interpolates between the two given values.
Mix Vector
Interpolates between the two given vectors.
Rad to Deg
Converts radians to degrees.
Screen To World Space
Transforms the given screen coordinates into world coordinates.
Separate RGB
Splits the given color into RGB values.
Separate XYZ
Splits the given vector into XYZ values.
Vector Clamp To Size
Keeps the vector value inside the given range.
Vector Math
Operates vectors. Some operations uses only the first input.
World To Screen Space
Transforms the given world coordinates into screen coordinates.
Random
Random Boolean
Generates a random boolean.
Random Choice
Choose a random value from a given array.
Random Color
Generates a random color.
Random Float
Generates a random float.
Random Integer
Generates a random integer.
Random Output
Activate a random output when the input is activated.
Random Vector
Generates a random vector.
String
Concatenate String
Concatenates the given string.
Parse Float
Returns the floats that are in the given string.
Split String
Splits the given string.
String
Stores the given string as a variable.
String Case
Changes the given string case.
String Contains
Returns whether the given string contains a given part.
String Length
Returns the length of the given string.
Sub String
Returns a part of the given string.
Variable
Boolean
Stores the given boolean as a variable. A boolean value has just two states: True
and False
.
Color
Stores the given color as a variable.
Dynamic
Stores the given dynamic value (a value with an arbitrary type) as a variable.
Float
Stores the given float as a variable. If the set float value has more than 3 decimal places, the displayed value in the node will be rounded, but when you click on it you can still edit the exact value which will be used in the game as well.
Integer
Stores the given integer (a whole number) as a variable.
Mask
TO DO.
Set Variable
Sets the value of the given variable.
Inputs:
Variable
: this socket must be connected to a variable node (recognized by the little dot inside the socket). The value that is stored inside the connected node is changed upon activation.Value
: the value that should be written into the variable.
Vector
Stores the given 3D vector as a variable.
Canvas
Note: To get the canvas, be sure that the node(s) and the canvas (UI) is attached to the same object.
Get Canvas Checkbox
Returns whether the given UI checkbox is checked.
Get Canvas Input Text
Returns the input text of the given UI element.
Get Canvas Location
Returns the location of the given UI element (pixels).
Get Canvas Position
TO DO.
Get Canvas Progress Bar
Returns the value of the given UI progress bar.
Get Canvas Rotation
Returns the rotation of the given UI element.
Get Canvas Scale
Returns the scale of the given UI element.
Get Canvas Slider
Returns the value of the given UI slider.
Get Canvas Visible
Returns whether the given UI element is visible.
On Canvas Element
Activates the output whether an action over the given UI element is done.
Set Canvas Asset
Sets the asset of the given UI element.
Set Canvas Checkbox
Sets the state of the given UI checkbox.
Set Canvas Location
Sets the location of the given UI element.
Set Canvas Progress Bar
Sets the value of the given UI progress bar.
Set Canvas Rotation
Sets the rotation of the given UI element.
Set Canvas Scale
Sets the scale of the given UI element.
Set Canvas Slider
Sets the value of the given UI slider.
Set Canvas Text
Sets the text of the given UI element.
Set Canvas Text Color
Sets the color of the given UI element.
Set Canvas Visible
Sets whether the given UI element is visibile.
Postprocess
Colorgrading Get Global
TO DO.
Colorgrading Get Highlight
TO DO.
Colorgrading Get Midtone
TO DO.
Colorgrading Get Shadow
TO DO.
Colorgrading Set Global
TO DO.
Colorgrading Set Highlight
TO DO.
Colorgrading Set Midtone
TO DO.
Colorgrading Set Shadow
TO DO.
Get Bloom Settings
Returns the bloom post-processing settings.
Get CA Settings
Returns the chromatic aberration post-processing settings.
Get Camera Post Process
Returns the post-processing effects of a camera.
Get Lenstexture Settings
Returns the lens texture settings.
Get SSAO Settings
Returns the SSAO post-processing settings.
Get SSR Settings
Returns the SSR post-processing settings.
Set Bloom Settings
Set the bloom post-processing settings.
Set CA Settings
Set the chromatic aberration post-processing settings.
Set Camera Post Process
Set the post-processing effects of a camera.
Set Lenstexture
Set the lens texture settings.
Set SSAO Settings
Set the SSAO post-processing settings.
Set SSR Settings
Set the SSR post-processing settings.
Renderpath
Set MSAA Quality
Sets the MSAA quality.
Set Post Process Quality
Sets the post process quality.
Set SSAA Quality
Sets the supersampling quality.
Set Shadows Quality
Sets the shadows quality.
Sound
Pause Speaker
Pauses playback of the given speaker object. The playback will be resumed at the paused position.
See also:
Play Sound
Plays the given sound.
Inputs:
Play
: Plays the sound, or if paused, resumes the playback. The exact behaviour depends on the Retrigger option (see below).Pause
: Pauses the playing sound. If no sound is playing, nothing happens.Stop
: Stops the playing sound. If the playback is paused, this will reset the playback position to the start of the sound.
Outputs:
Out
: activated once when Play is activated.Running
: activated while the playback is active.Done
: activated when the playback has finished or was stopped manually.
Options:
Sound
: The sound that will be played.Loop
: Whether to loop the playback.Retrigger
: If true, the playback position will be reset to the beginning on each activation of Play. If false, the playback will continue at the current position.Sample Rate
: Manually override the sample rate of the sound (this controls the pitch and the playback speed).
Play Speaker
Starts the playback of the given speaker object. If the playback was paused, it is resumed from the paused position.
See also:
Stop Speaker
Stops playback of the given speaker object. The playback position will be reset to the start.
See also:
Miscellaneous
Call Node Group
Calls the given group of nodes.
Default If Null
Returns the value in Value In
if it is not null
, otherwise the value in Default
will be returned.
Get Application Time
Returns the application execution time and the delta time.
Get Debug Console Settings
Get Debug Console Settings
Get Display Resolution
Returns the current display resolution.
See also:
Get Frames Per Second
Get the frames per second count.
Get Window Resolution
Returns the current window resolution.
See also:
Group Nodes
Sets the connected chain of nodes as a group of nodes.
Set Debug Console Settings
Set Debug Console Settings
Set Time Scale
Sets the global time scale.
Sleep
Waits a specified amount of seconds until passing through the incoming signal.
Timer
Creates a timer.
Vector From Boolean
Returns a vector depending on the respective boolean state.