Looks up a node by its path and stores it so later actions can use it. Stores null when nothing is found at that path. It answers what sits at the path right now, so When It Changes is the one that fires only on the frame that answer becomes something else.
Input
Type
Default
Description
From
Node
-
The node the path starts from. Leave it empty to start from this node.
Path
String
'Sprite2D'
The path to the node, relative to From.
Output
Type
Description
Node
Variant
Where to store the node that was found.
Branch
Goes to
Found
Where to go when the path resolved to a node.
Missing
Where to go when nothing sits at that path, which is when null is stored.
Collects the nodes of a group whose property passes a comparison and stores them as an array. Pair it with For Each to act only on the ones that matched.
Input
Type
Default
Description
Group
StringName
'enemies'
The group whose nodes are looked at.
Property
String
'visible'
The property read on each node, such as visible or health.
Operator
String
'=='
How the property is compared to the value.
Value
Variant
0
The value the property is compared against.
Output
Type
Description
Result
Array
Where to store the array of nodes that matched.
Branch
Goes to
Any
Where to go when at least one node passed the comparison.
None
Where to go when no node passed, which is when an empty array is stored.
PhasesStartEvery FramePhysicsEnd
Get Position
Every Frame
Get PositionScene
not set
Reads the global position of a node and stores it. This is what a move or look action needs after Get Nearest, which hands back the node, not its point.
Input
Type
Default
Description
Node
Node
-
The node to read the position of. Leave it empty to read this node.
Output
Type
Description
Result
Variant
Where to store the global position (Vector2 in 2D, Vector3 in 3D).
PhasesStartEvery FramePhysicsEnd
Get Property
Every Frame
Get PropertyScene
Nodenot set|Name'position'
Reads a property or a variable of any node by its name and stores the value. It reaches values no dedicated action covers, on this node or on another one.
Input
Type
Default
Description
Node
Node
-
The node to read from. Leave it empty to read this node.
Name
String
'position'
The name of the property or variable, such as health. Reach a part of it with a colon, as in position:y.
Output
Type
Description
Result
Variant
Where to store the value that was read.
PhasesStartEvery FramePhysicsEnd
Get Screen Size
Every Frame
Get Screen SizeScene
Reads how big the visible screen is, in pixels. It is what a centering, an edge check or a random spawn spot needs to know the play area.
Output
Type
Description
Result
Vector2
Where to store the screen size, in pixels.
PhasesStartEvery FramePhysicsEnd
Has Node
Every Frame
Has NodeScene
Fromnot set|Path''|→ True|→ False
Answers whether a node sits at the given path. It can branch on the answer or hand it to a field that takes a yes or no.
Input
Type
Default
Description
From
Node
-
The node the path starts from. Leave it empty to start from this node.
Path
String
''
The node path to check, relative to this node.
Output
Type
Description
Yes
bool
Where to store whether the node is there.
Branch
Goes to
True
Where to go when the node exists.
False
Where to go when the node is missing.
PhasesStartEvery FramePhysics
Is In Group
Every Frame
Is In GroupScene
Nodenot set|Group'enemies'|→ True|→ False
Answers whether a node belongs to a group. It can branch on the answer or hand it to a field that takes a yes or no.
Input
Type
Default
Description
Node
Node
-
The node to check. Leave it empty to check this node.
Group
StringName
'enemies'
The group name to check for.
Output
Type
Description
Yes
bool
Where to store whether the node is in the group.
Branch
Goes to
True
Where to go when the node is in the group.
False
Where to go when the node is not in the group.
PhasesStartEvery FramePhysics
Pause Game
Start
Pause GameScene
true
Pauses or resumes the whole game. Paused nodes stop updating unless their process mode is set to always run.
Input
Type
Default
Description
Paused
bool
true
True to pause the game, false to resume it.
PhasesStartEvery FramePhysicsEnd
Quit Game
Start
Quit GameScene
Closes the game. It does nothing in a web export.
PhasesStartEvery FramePhysics
Reload Scene
Start
Reload SceneScene
Restarts the current scene from scratch, the usual choice for a game over and retry.
PhasesStartEvery FramePhysics
Remove From Group
Start
Remove From GroupScene
Nodenot set|Group'enemies'
Removes the node from a named group, so group checks and group calls no longer reach it.
Input
Type
Default
Description
Node
Node
-
The node to remove. Leave it empty to remove this node.
Group
StringName
'enemies'
The group name to drop from the node.
PhasesStartEvery FramePhysicsEnd
Set Property
Every Frame
Set PropertyScene
Nodenot set|Name'position'|Value0
Writes a value into a property or a variable of any node, found by its name. It reaches other nodes, so one script can drive the whole scene.
Input
Type
Default
Description
Node
Node
-
The node to write to. Leave it empty to write to this node.
Name
String
'position'
The name of the property or variable, such as position or health.
Value
Variant
0
The value to write.
PhasesStartEvery FramePhysicsEnd
Snap To Grid
Every Frame
Snap To GridScene
Nodenot set|Cell Size32.0
Rounds the position of the node to the nearest grid cell, so it lines up with a tile or a board square.
Input
Type
Default
Description
Node
Node
-
The node to snap. Leave it empty to snap this node.
Cell Size
float
32.0
How wide one grid cell is, in pixels for a 2D node and in units for a 3D one.