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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 2021.3.
- Basic
- Data
- Motion
- Values
- Graphics
- Sound
- Misc
Logic nodes are used to control execution flow using branching, loops, gates etc.
Activates the outputs 0
and 1
alternating every time it is active.
Activates its true
or false
output, according to the state of the plugged-in boolean.
Calls the given function that was created by the Function node.
Creates a reusable function that can be called by the Call Function node.
Sets the return value for the given function.
See also:
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).
Inverts the plugged-in boolean. If its input is true
it outputs false
.
Activates the output if the input is not active.
Passes through its activation only if the plugged-in boolean equals false
.
See also:
Passes through its activation only if the plugged-in value is not null
.
See also:
Passes through its activation only if the plugged-in value is null
(no value).
See also:
Passes through its activation only if the plugged-in boolean equals true
.
See also:
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 loop -
Index
: The index for the current iteration -
Done
: Activated once when the looping is done
Terminates the currently executing loop (only one loop is executed at once).
See also:
Activates the output when any connected input is activated.
Options:
-
New
: Add a new input socket. -
X Button
: Remove the lowermost input socket.
A null
value that can be used in comparisons and conditions.
Activates the outputs one by one sequentially and repeatedly.
Converts a signal to a boolean value. If the input signal is active, the boolean is true
; if not, the boolean is false
.
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.
Sends a signal to Changed
output whether the connected value is changed and a signal to Unchanged
if the connected value returns to initial. Does not works with null
value.
Loops while the condition is true
.
See also:
Inputs:
-
Condition
: boolean that resembles the result of the condition
Outputs:
-
Loop
: Activated on every iteration step -
Done
: Activated when the loop is done executing
Listens to different application state changes.
Activates the output when the given event is received.
See also:
Activates the output on the first frame of execution of the logic tree.
Activates the output when a given time elapsed (optionally repeating the timer).
Inputs:
-
Duration
: the time in seconds after which to activate the output -
Repeat
: whether to repeat the timer
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.
Sends a event to the given object.
See also:
Inputs:
-
Event
: the identifier of the event -
Object
: the receiving object
Sends the given event to all objects in the scene.
See also:
Inputs:
-
Event
: the identifier of the event
Activates the output on the given 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.
Returns the coordinates of the given gamepad.
See also:
Inputs:
-
Gamepad
: the ID of the gamepad.
Returns the mouse cursor location in screen coordinates (pixels).
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.
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 the movement coordinates of the mouse and the mouse wheel delta. The multiplied output variants default to -1 to invert the values.
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.
Returns the location of the last touch event in screen coordinates (pixels).
Returns the movement values of the current touch event.
Activates the output on the given keyboard button event.
Activates the output on the given mouse event.
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.
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.
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.
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.
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.
Activates the output on the given swipe event.
Activates the output on tap screen event.
Inputs:
-
Duration
: touching time -
Interval
: interval between taps -
Repeat
: repetitions amount to validate
Outputs:
-
Done
: the sequence success -
Fail
: the the sequence failure -
Tap Number
: number of the last tap -
Coords
: the coordinates of the last tap
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.
TO DO.
Sets the state of the mouse cursor.
See also:
Options:
-
Hide Locked
: hide and lock or unhide and unlock the mouse cursor. -
Hide
: hide/unhide the mouse cursor. -
Lock
: lock/unlock the mouse cursor.
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.
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.
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.
Activates the output on the given touch event.
Activates the output on the given virtual button event.
The Native category contains nodes which interact with the system (Input/Output functionality, etc.) or Haxe.
Calls the given static Haxe function.
Inputs:
-
Function
: the full module path to the function.
Outputs:
-
Result
: the result of the function.
Determines the mobile browser or not (works only for web browsers).
Evaluates a Haxe expression and returns its output.
Outputs:
-
Result
: the result of the expression.
Returns a property of an Haxe object (via the Reflection API).
See also:
Returns the language of the current system.
Returns the name of the current system.
Load the given URL in a new tab (works only for web browsers).
Print the given value to the console.
Returns the content of the given file.
See also:
Returns the content of the given JSON file.
See also:
Reads a stored content.
See also:
Executes the given script.
Sets a property of an Haxe object (via the Reflection API).
See also:
Pulses the vibration hardware on the device for time in milliseconds, if such hardware exists.
Closes the application.
Writes the given content in the given file.
See also:
Writes the given content in the given JSON file.
See also:
Writes the given content in the given key.
See also:
Returns the active camera.
See also:
Returns the field of view (FOV) of the given camera.
See also:
Sets the active camera.
See also:
Sets the field of view (FOV) of the given camera.
See also:
Returns the material of the given object.
Stores the given material as a variable.
TO DO.
TO DO.
TO DO.
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.
TO DO.
Sets the color of the given light.
Sets the strenght of the given light.
Returns the euclidian distance between the two given objects.
See also:
- For distance between two locations, use the
Distance
operator in theVector Math
node.
Returns the child of the given object by the child object's name.
Returns the children of the given object.
Returns the mesh of the given object.
Returns the name of the given object.
Returns if the given object is offscreen. Don't works if culling is disabled.
Returns the direct parent (nearest in the hierarchy) of the given object.
See also:
Returns the value of the given object property.
See also:
Returns whether the given object or its visual components are visible.
See also:
Searches for a object that uses the given name and returns it.
Stores the given mesh as a variable.
Stores the given object as a variable.
Removes the given object from the scene.
Removes the parent of the given object.
Returns the object that owns the trait.
Sets the mesh of the given object.
Sets the name of the given object.
Sets the direct parent (nearest in the hierarchy) of the given object.
See also:
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:
Sets whether the given object is visible.
See also:
Spawns the given object. The spawned object has the same name of its instance, but they are threated as different objects.
Returns the objects of the given collection as an array.
See also:
Creates a collection.
Searches for a collection of objects with the given name and outputs the collection's objects as an array, if found.
See also:
Returns the active scene.
Returns the root object of the current scene.
Gives access to a global object which can be used to share information between different traits.
Removes the given collection from the scene.
Removes the active scene.
Stores the given scene as a variable.
Sets the active scene.
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.
Spawns the given scene.
Adds trait to the given object.
Searches for a trait with the specified name which is applied to the given object and returns that trait.
Returns all traits from the given object.
Returns the name and the class type of the given trait.
Returns whether the given trait is paused.
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.
Removes the given trait.
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.
Returns the trait that owns this node.
Sets the paused state of the given trait.
Stores the given trait as a variable. If the trait was not found or was not exported, an error is thrown (more information).
Stores the given action as a variable.
Interpolates between the two given actions.
Applies forward kinematics in the given object bone.
Applies inverse kinematics in the given object bone.
Returns the information about the current action of the given object.
Returns the information about the current tilesheet of the given object.
Activates the output when the object action reaches the action marker.
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.
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.
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.
Plays action starting from the given frame.
Plays the given tilesheet action.
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.
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.
Sets the action paused state of the given object.
Sets the current action playback speed of the given object.
Sets the given object parent to the given bone.
Sets the speed of the given particle source.
Sets the tilesheet paused state of the given object.
Makes a NavMesh agent go to location.
TO DO.
Pick a location coordinates in the given NavMesh.
Stops the given NavMesh agent.
Appends transform to the given object.
Returns the current location of the given object in world coordinates.
Returns the current rotation of the given object.
Returns the scale of the given object.
Returns the transformation of the given object. An object's transform consists of vectors describing its global location, rotation and scale.
Returns the world orientation of the given object.
Converts the two given coordinates to a quaternion rotation.
Rotates the given object.
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.
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.
Separates the transform of the given object.
Sets the location of the given object.
Sets the rotation of the given object.
Sets the scale of the given object.
Sets the transform of the given object.
Stores the location, rotation and scale values as a transform.
Operates the two given transform values.
Returns vector from the given transform.
Translates (moves) the given object using the given vector in world coordinates.
Translates (moves) the given object using the given vector in the local coordinates.
Converts the given world vector to a vector oriented by the given object. The object scale is taken in count.
See also:
Converts the given world vector to a object space vector. The object scale is taken in count.
See also:
Add a physics constraint to constrain two rigid bodies if not already present.
See also:
Options:
-
Fixed
: No fredom of movement. Relative positions and rotations of rigid bodies are fixed -
Point
: Both rigid bodies are constrained at the pivot object. -
Hinge
: Constrained objects can move only along angular Z axis of the pivot object. -
Slider
: Constrained objects can move only along linear X axis of the pivot object. -
Piston
: Constrained objects can move only and rotate along X axis of the pivot object. -
GenericSpring
: Fully custimizable generic 6 degree of freedom constraint with optional springs. All liner and angular axes can be constrained along with spring options. UsePhysics Constraint Node
to set a combination of constraints and springs.
Inputs:
-
Pivot object
: The object to which the physics constraint traint is applied. This object will not be affected by the constraint but is necessary to specify the constraint axes and location. Hence, the pivot object need not be a rigid body. Typically anEmpty
object may be used. Each pivot object can have only one constraint trait applied. Moving/rotating/parenting the pivot object after the constraint is applied has no effect. However, removig the pivot object removes the constraint andRB 1
andRB 2
are no longer constrained. -
RB 1
: The first rigid body to be constrained. Must be a rigid body. This object can be constrained by more than one constraint. -
RB 2
: The second rigid body to be constrained. Must be a rigid body. This object can be constrained by more than one constraint. -
Disable Collisions
: Disable collisions betweenRB 1
andRB 2
-
Breakable
: Constraint can break if stress on the constraint is more than the set threshold. Disable this option to disable breaking. -
Breaking threshold
: Stress on the constraint above which the constraint breaks. Depends on the mass, velocity of rigid bodies and type of constraint. -
Limit Lower
: Lower limit of the consraint in that particular axis -
Limit Upper
: Upper limit of the constraint in that particular axis. (lower limit
=upper limit
) --> Fully constrained. (lower limit
<upper limit
) --> Partially constrained (lower limit
>upper limit
) --> Full freedom. -
Angular limits
: Limits to constarin rotation. Specified in degrees. Range (-360 to +360) -
Add Constarint
: Option to add custom constraint toGeneric Spring
type.
Adds a rigid body to an object if not already present.
Options:
-
Advanced
: Shows optional advanced options for rigid body. -
Shape
: Shape of the rigid body including Box, Sphere, Capsule, Cone, Cylinder, Convex Hull and Mesh
Inputs:
-
Object
: Object to which rigid body is added. -
Mass
: Mass of the rigid body. Must be > 0. -
Active
: Rigid body actively participates in the physics world and will be affected by collisions -
Animated
: Rigid body follows animation and will affect other active non-animated rigid bodies. -
Trigger
: Rigid body behaves as a trigger and detects collision. However, rigd body does not contribute to or receive collissions. -
Friction
: Surface friction of the rigid body. Minimum value = 0, Preferred max value = 1. -
Bounciness
: How elastic is the surface of the rigid body. Minimum value = 0, Preferred max value = 1. -
Continuous Collision Detection (CCD)
: Detects for collisions in between frames. Use only for very fast moving objects. -
Collision Margin
: Enable an external margin for collision detection -
Margin
: Length of the collision margin. Must be > 0. -
Linear Damping
: Damping for linear translation. Recommended range 0 to 1. -
Angular Damping
: Damping for angular translation. Recommended range 0 to 1. -
Use Deactivation
: Deactive this rigid body when below the Linear and Angular velocity threshold. Enable to improve performance. -
Linear Velocity Threshold
: Velocity below which decativation occurs if enabled. -
Angular Velocity Threshold
: Velocity below which decativation occurs if enabled. -
Collision Group
: A set of rigid bodies that can interact with each other -
Collision Mask
: Bitmask to filter collisions. Collision can occur between two rigid bodies if they have atleast one bit in common.
Outputs:
-
Rigid body
: Object to which rigid body was added. -
Out
: activated after rigid body is added.
Applies force in the given rigid body.
See also:
Inputs:
-
Force
: the force vector -
On Local Axis
: iftrue
, interpret the force vector as in object space
Applies force in the given rigid body at the given position.
See also:
Inputs:
-
Force
: the force vector -
Force On Local Axis
: iftrue
, interpret the force vector as in object space -
Location
: the location where to apply the force -
Location On Local Axis
: iftrue
, use the location relative to the objects location, otherwise use world coordinates
Applies impulse in the given rigid body.
See also:
Inputs:
-
Impulse
: the impulse vector -
On Local Axis
: iftrue
, interpret the impulse vector as in object space
Applies impulse in the given rigid body at the given position.
See also:
Inputs:
-
Impulse
: the impulse vector -
Impulse On Local Axis
: iftrue
, interpret the impulse vector as in object space -
Location
: the location where to apply the impulse -
Location On Local Axis
: iftrue
, use the location relative to the objects location, otherwise use world coordinates
Applies torque to the given rigid body.
Applies torque impulse in the given rigid body.
Returns an array with all objects that are colliding with the given object.
See also:
Returns the data of the given rigid body.
Returns the first object that is colliding with the given object.
See also:
Returns the world velocity of the given rigid body.
Returns the world gravity.
See also:
Returns whether the given rigid body has contact with another given rigid body.
Returns whether the given rigid body has contact with other given rigid bodies.
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 contact -
End
: the output is activated on the frame after the last frame when the two objects had contact -
Overlap
: the output is activated on each frame the object have contact
Activates the output when the given rigid body make contact with other given rigid bodies.
Activates the output when the given rigid body enter, overlap or leave the given trigger.
Inputs:
-
RB
: this object is taken as the entering object -
Trigger
: this object is used as the volume trigger
Custom physics constraint to add to Add Physics Constarint
node.
See also:
Options:
-
Linear/Angualr
: Select if constrint is applied along linear or angular axis. -
Axis
: Local axis of the pivot object along which the constraint is applied. -
Spring
: Constraint is a Spring along the selected axis.
Inputs:
-
Limit Lower
: Lower limit of the consraint in that particular axis -
Limit Upper
: Upper limit of the constraint in that particular axis. (lower limit
=upper limit
) --> Fully constrained. (lower limit
<upper limit
) --> Partially constrained (lower limit
>upper limit
) --> Full freedom.
Picks the rigid body in the given location using the screen coordinates (2D).
See also:
Inputs:
-
Screen Coords
: the location at which to pick, in screen coordinates -
Mask
: a bit mask value to specify which objects are considered
Outputs:
-
RB
: the object that was hit -
Hit
: the hit position in world coordinates
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 coordinates -
To
: the target location of the ray, in world coordinates -
Mask
: a bit mask value to specify which objects are considered
Outputs:
-
RB
: the object that was hit -
Hit
: the hit position in world coordinates -
Normal
: the surface normal of the hit position relative to the world
Removes the rigid body from the given object.
Sets the rigid body simulation state of the given object.
Sets the friction of the given rigid body.
Sets whether the gravity is enabled for the given rigid body.
Sets the velocity of the given rigid body.
Sets the world gravity.
See also:
Returns true
if the given rigid body enters, overlaps or leaves the given volume trigger.
Inputs:
-
RB
: this object is taken as the entering object -
Trigger
: this object is used as the volume trigger
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).
Stores an array of boolean elements as a variable.
Stores an array of color elements as a variable.
Returns whether the given array contains the given value.
Stores the given array as a variable.
Stores an array of float elements as a variable.
Returns the value of the given array at the given index.
Stores an array of integer elements as a variable.
Returns the length of the given array.
Loops through each item of the given array.
Stores an array of object elements as a variable.
Removes the last element of the given array.
See also:
Removes the element from the given array by its index.
See also:
Removes the element from the given array by its value.
See also:
Sets the value of the given array at the given index.
Removes the first element of the given array.
See also:
Creates a shallow copy of the given array in the specified range.
See also:
Removes the given amount of elements from the given array.
See also:
Stores an array of string elements as a variable.
Stores an array of vector elements as a variable.
Keeps the value inside the given bound.
See also:
Compares values.
Converts degrees to radians.
Converts the given value from a range to another range.
See also:
Mathematical operations on values.
Mathematical operations on values.
Multiplies matrices.
Interpolates between the two given values.
Interpolates between the two given vectors.
Mathematical operations on quaternions.
Converts radians to degrees.
Transforms the given screen coordinates into world coordinates.
Splits the given quaternion into X, Y, Z and W.
Splits the given color into RGB (red, green and blue).
Splits the given vector into X, Y and Z.
Keeps the vector value inside the given range.
Mathematical operations on vectors.
Transforms the given world coordinates into screen coordinates.
Generates a random boolean.
Choose a random value from a given array.
Generates a random color.
Generates a random float.
Generates a random integer.
Activate a random output when the input is activated.
Generates a random vector.
Concatenates the given string.
Returns the floats that are in the given string.
Splits the given string.
Stores the given string as a variable.
Changes the given string case.
Returns whether the given string contains a given part.
Returns the length of the given string.
Returns a part of the given string.
Stores the given boolean as a variable. A boolean value has just two states: true
and false
.
Stores the given color as a variable.
Stores the given dynamic value (a value with an arbitrary type) as a variable.
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.
Stores the given integer (a whole number) as a variable.
TO DO.
TO DO.
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.
Stores the given 3D vector as a variable.
Note: To get the canvas, be sure that the node(s) and the canvas (UI) is attached to the same object.
Returns whether the given UI checkbox is checked.
Returns the input text of the given UI element.
Returns the location of the given UI element (pixels).
TO DO.
Returns the value of the given UI progress bar.
Returns the rotation of the given UI element.
Returns the scale of the given UI element.
Returns the value of the given UI slider.
Returns whether the given UI element is visible.
Activates the output whether an action over the given UI element is done.
Sets the asset of the given UI element.
Sets the state of the given UI checkbox.
Sets the location of the given UI element.
Sets the value of the given UI progress bar.
Sets the rotation of the given UI element.
Sets the scale of the given UI element.
Sets the value of the given UI slider.
Sets the text of the given UI element.
Sets the color of the given UI element.
Sets whether the given UI element is visibile.
TO DO.
TO DO.
TO DO.
TO DO.
TO DO.
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Returns the bloom post-processing settings.
Returns the chromatic aberration post-processing settings.
Returns the post-processing effects of a camera.
Returns the lens texture settings.
Returns the SSAO post-processing settings.
Returns the SSR post-processing settings.
Set the bloom post-processing settings.
Set the chromatic aberration post-processing settings.
Set the post-processing effects of a camera.
Set the lens texture settings.
Set the SSAO post-processing settings.
Set the SSR post-processing settings.
Sets the MSAA quality.
Sets the post process quality.
Sets the supersampling quality.
Set a global shader uniform value.
Sets the shadows quality.
Pauses playback of the given speaker object. The playback will be resumed at the paused position.
See also:
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).
Starts the playback of the given speaker object. If the playback was paused, it is resumed from the paused position.
See also:
Stops playback of the given speaker object. The playback position will be reset to the start.
See also:
Returns a vector depending on the respective boolean state.
Calls the given group of nodes.
Returns the connected value only if it is not null
, otherwise the default
value is returned.
Inputs:
-
Value
: the one that will be eventually null -
Default
: will be returned in case the primary value is null
Returns the application execution time and the delta time.
Returns the debug console settings.
Returns the current display resolution.
See also:
Get the frames per second count.
Returns the current window resolution.
See also:
Sets the connected chain of nodes as a group of nodes.
Sets the debug console settings.
Sets the global time scale.
Waits a specified amount of seconds until passing through the incoming signal.
Creates a timer.