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Properties

The Props tab is the outline of the current script. Everything you create here becomes something you can place or navigate on the canvas.

The Props sidebar
The Props tab: the States category with the start badge, and the Variables category with their types.

Four collapsible categories, each with a New … button:

CategoryButtonWhat it holds
StatesNew StateThe machine. Each row shows a start badge and has its own New Substate
MacrosNew MacroReusable pieces of state machine
FunctionsNew FunctionNamed lists of steps
VariablesNew VariableValues the script keeps, each row showing a type badge

A search field filters the list.

  • Left-click a row → go to that item. A state focuses it on the canvas; a function or a macro opens its own route, and the route bar shows where you are.
  • Right-click a row → the inspector popup, titled with the item’s name, with a red Delete in the corner. Delete is undoable and asks first.

A variable created here is available to every action field, either as a binding or as the place an action stores its result.

The variable popup
The variable popup: type, export flag, default value and name, with Delete in the corner.
  • Type: searchable, and it drives which fields the variable can feed.
  • Is Export: exposes the variable in Godot’s inspector on the node that carries the script.
  • Default Value: what it holds before anything writes to it.
  • Name: renaming updates every action that reads the variable.
  • Delete: any action still pointing at it reports an error.

Both own a canvas of their own, and both are set up from the same popup: Name, Inputs, Outputs (functions only), Branches, and for a macro also Entries, the named places its machine leaves for each use to fill.

The guided path builds one of each, with the whole story behind them: Functions and Macros.