Render actions
8 actions in the Render category. Each block mirrors how the action appears in the editor's sidebar.
Change Color
Sets the color of the node, choosing the right property for its type such as a light, sprite or shape. Falls back to tinting through modulate for other nodes.
| Input | Type | Default | Description |
|---|---|---|---|
| Node | Node | - | The node to paint. Leave it empty to paint this node. |
| Color | Color | (1.0, 1.0, 1.0, 1.0) | The color to apply. |
Draw Line To
Draws a line from this node to a point while the state runs, and clears it when the state ends. Pointing To at the node being chased shows what it is going after.
| Input | Type | Default | Description |
|---|---|---|---|
| Node | Node | - | The node the line starts at. Leave it empty to start at this node. |
| To | Vector2 | (0.0, 0.0) | The point in world space the line ends at. |
| Color | Color | (1.0, 1.0, 1.0, 0.5) | The color of the line. |
| Width | float | 3.0 | How thick the line is, in pixels. |
Draw Ring
Draws a circle around this node while the state runs, and clears it when the state ends. With Radius = 220 it shows how far a detection range actually reaches.
| Input | Type | Default | Description |
|---|---|---|---|
| Node | Node | - | The node at the center. Leave it empty to circle this node. |
| Radius | float | 100.0 | How far the circle reaches, in pixels. |
| Color | Color | (1.0, 1.0, 1.0, 0.25) | The color of the circle. |
| Width | float | 2.0 | How thick the circle line is, in pixels. |
Emit Particles
Restarts a particle node and turns its emission on, the burst a hit or an explosion shows. It works with the 2D and the 3D particle nodes.
| Input | Type | Default | Description |
|---|---|---|---|
| Particles | Node | - | The particles node to fire. Leave it empty to fire this node. |
Flash
Briefly tints a node toward a color and back, the flash a character shows when it takes damage. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs. Leaving the state before it ends puts the color back, so the node never stays on the flash color.
| Input | Type | Default | Description |
|---|---|---|---|
| Target | Node | - | The node to flash. A 2D script tints it, a 3D one paints its material. Leave it empty to flash this node. |
| Color | Color | (1.0, 0.0, 0.0, 1.0) | The color to flash toward. |
| Duration | float | 0.2 | How long the whole flash takes, in seconds. |
| Branch | Goes to |
|---|---|
| Finished | Where to go when the animation ends. Leaving the state first cancels it, so it never fires late. |
Set Shader Value
Sets a uniform on the ShaderMaterial of a node, driving an effect such as a dissolve amount or a flash. The node must carry a ShaderMaterial.
| Input | Type | Default | Description |
|---|---|---|---|
| Target | Node | - | The node whose shader is changed. Leave it empty to change this node. |
| Name | String | '' | The shader uniform to set, without the u prefix. |
| Value | Variant | 0.0 | The value written to the uniform. |
Set Visible
Shows or hides the node. A hidden node keeps running, it just is not drawn.
| Input | Type | Default | Description |
|---|---|---|---|
| Node | Node | - | The node to show or hide. Leave it empty to change this node. |
| Visible | bool | true | On to show the node, off to hide it. |
Stop Particles
Turns the emission of a particle node off, the counterpart of Emit Particles. It is what shuts down a continuous emitter such as fire, smoke or a thruster.
| Input | Type | Default | Description |
|---|---|---|---|
| Particles | Node | - | The particles node to turn off. Leave it empty to turn off this node. |