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Actions

Actions are the DO part of an event. They run from top to bottom when the event’s conditions are true. Actions on an object apply to the instances the conditions picked (or to all instances of that object if none were picked). See How events work.

Every value is an expression

Number and text fields accept expressions, e.g. Score + 1, "Score: " + Score, Player.x, random(1, 6). See Expressions.

There are 85 actions, grouped by category as in the action picker.

⚙️ System · 🔢 Variables · ƒ Functions · ⏱️ Time · 🎬 Scene · 🔄 Loops · 📦 Object · 🧱 Physics · 🔤 Text · 🖼️ UI · 🧩 Behaviors · ✨ Particles · 🔊 Audio · 🎥 Camera

⚙️ System​

Show message​

Show message ‹Message›

Show a short message on screen (handy for testing).

  • Where: Found under System in the picker.
  • ID: system.log (as saved in project files)
ParameterTypeDefaultNotes
MessageExpression"Hello!"

Log to console​

Log ‹Message›

Write a line to the debug console (🐞 button while playing) without showing it in the game. Great for checking that an event runs, e.g. "Clicked! score = " + Score.

  • Where: Found under System in the picker.
  • ID: system.consoleLog (as saved in project files)
ParameterTypeDefaultNotes
MessageExpression"Event ran"

Show alert​

Alert ‹Message›

Pop up a message box and pause until it is closed. Use it for one-off checks, not every tick.

  • Where: Found under System in the picker.
  • ID: system.alert (as saved in project files)
ParameterTypeDefaultNotes
MessageExpression"Hello!"

Vibrate phone​

Vibrate phone (‹Strength›)

A short buzz you can feel, great with Shake camera. Works on Android phones; ignored on desktop and iPhone.

  • Where: Found under System in the picker.
  • ID: system.vibrate (as saved in project files)
ParameterTypeDefaultNotes
StrengthChoicebumpOptions: Tap (very light), Bump, Hit (strong), Long buzz

Pause game​

Pause game

Freeze the game.

  • Where: Found under System in the picker.
  • ID: system.pause (as saved in project files)
  • Parameters: none

Resume game​

Resume game

Unfreeze the game.

  • Where: Found under System in the picker.
  • ID: system.resume (as saved in project files)
  • Parameters: none

Set group active​

Set group ‹Group› active: ‹Active›

Turn a group of events on or off.

  • Where: Found under System in the picker.
  • ID: system.setGroupActive (as saved in project files)
ParameterTypeDefaultNotes
GroupEvent group
ActiveYes / No (expression)true

🔢 Variables​

Set variable​

Set ‹Variable› to ‹Value›

Change the value of a global or scene variable.

  • Where: Found under System in the picker.
  • ID: system.setVar (as saved in project files)
ParameterTypeDefaultNotes
VariableVariable
ValueExpression0

Add to variable​

Add ‹Value› to ‹Variable›

Increase a variable (text variables get the value appended).

  • Where: Found under System in the picker.
  • ID: system.addToVar (as saved in project files)
ParameterTypeDefaultNotes
VariableVariable
ValueExpression1

Subtract from variable​

Subtract ‹Value› from ‹Variable›

Decrease a number variable.

  • Where: Found under System in the picker.
  • ID: system.subtractFromVar (as saved in project files)
ParameterTypeDefaultNotes
VariableVariable
ValueExpression1

Toggle variable​

Toggle ‹Variable›

Flip a true/false variable.

  • Where: Found under System in the picker.
  • ID: system.toggleVar (as saved in project files)
ParameterTypeDefaultNotes
VariableVariable

Save value​

Save ‹Value› as ‹Save name›

Store a value on the device (kept after closing the game). Empty value = the variable with the same name as the key.

  • Where: Found under System in the picker.
  • ID: system.save (as saved in project files)
ParameterTypeDefaultNotes
Save nameTextHighscore
ValueExpressionOptional.

Load value​

Load ‹Save name› into ‹Variable›

Read a saved value into a variable (nothing happens if it was never saved). Empty variable = same name as the key.

  • Where: Found under System in the picker.
  • ID: system.load (as saved in project files)
ParameterTypeDefaultNotes
Save nameTextHighscore
VariableVariableOptional.

Set instance variable​

Set ‹Object›.‹Instance variable› to ‹Value›

Change one of the object's own variables.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setVar (as saved in project files)
ParameterTypeDefaultNotes
Instance variableVariableAn instance variable of the object.
ValueExpression0

Add to instance variable​

Add ‹Value› to ‹Object›.‹Instance variable›

Increase one of the object's own variables.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.addToVar (as saved in project files)
ParameterTypeDefaultNotes
Instance variableVariableAn instance variable of the object.
ValueExpression1

Subtract from instance variable​

Subtract ‹Value› from ‹Object›.‹Instance variable›

Decrease one of the object's own variables.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.subtractFromVar (as saved in project files)
ParameterTypeDefaultNotes
Instance variableVariableAn instance variable of the object.
ValueExpression1

ƒ Functions​

Call function​

Call ‹Function›

Run a function block (made with Add → Function) with values for its parameters.

  • Where: Found under System in the picker.
  • ID: system.callFunction (as saved in project files)
ParameterTypeDefaultNotes
FunctionFunction

Set return value​

Set return value to ‹Value›

Inside a function: the value that Functions.Name(...) gives back.

  • Where: Found under System in the picker.
  • ID: system.setReturnValue (as saved in project files)
ParameterTypeDefaultNotes
ValueExpression0

⏱️ Time​

Wait​

Wait ‹Seconds› seconds ⏸ Waits

Pause the rest of this event (next actions and sub-events) for a while.

  • Where: Found under System in the picker.
  • ID: system.wait (as saved in project files)
ParameterTypeDefaultNotes
SecondsNumber (expression)1

Set time scale​

Set time scale to ‹Time scale›

1 = normal speed, 0.5 = slow motion, 2 = double speed.

  • Where: Found under System in the picker.
  • ID: system.setTimeScale (as saved in project files)
ParameterTypeDefaultNotes
Time scaleNumber (expression)1

Start timer​

Start timer ‹Timer name› for ‹Seconds› s (repeat: ‹Repeat›)

Start a countdown. Use "On timer finished" to react when it ends.

  • Where: Found under System in the picker.
  • ID: time.startTimer (as saved in project files)
ParameterTypeDefaultNotes
Timer nameTexttimer
SecondsNumber (expression)3
RepeatYes / No (expression)false

Stop timer​

Stop timer ‹Timer name›

Cancel a running timer.

  • Where: Found under System in the picker.
  • ID: time.stopTimer (as saved in project files)
ParameterTypeDefaultNotes
Timer nameTexttimer

🎬 Scene​

Go to scene​

Go to scene ‹Scene›

Switch to another scene.

  • Where: Found under System in the picker.
  • ID: system.goToScene (as saved in project files)
ParameterTypeDefaultNotes
SceneScene

Restart scene​

Restart scene

Start the current scene again from the beginning.

  • Where: Found under System in the picker.
  • ID: system.restartScene (as saved in project files)
  • Parameters: none

🔄 Loops​

Stop loop​

Stop loop

End the loop this event is in (Repeat, For, For each, While) after the current repeat.

  • Where: Found under System in the picker.
  • ID: system.stopLoop (as saved in project files)
  • Parameters: none

📦 Object​

Create object​

Create ‹Object / prefab› at (‹X›, ‹Y›, ‹Z›)

Create a new object from a prefab (or copy of an object) at a position. It becomes picked for the next actions.

  • Where: Found under System in the picker.
  • ID: system.create (as saved in project files)
ParameterTypeDefaultNotes
Object / prefabObject / prefab
XNumber (expression)0
YNumber (expression)1
ZNumber (expression)0

Destroy​

Destroy ‹Object›

Remove the object from the game.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.destroy (as saved in project files)
  • Parameters: none

Spawn object​

‹Object› spawns ‹Object / prefab to create› (offset ‹Offset X›, ‹Offset Y›, ‹Offset Z›)

Create an object (prefab) at this object's position (+ offset). The new object becomes picked for the next actions.

  • Where: Found under an object; it can also be used on an object.
  • ID: object.spawn (as saved in project files)
ParameterTypeDefaultNotes
Object / prefab to createObject / prefab
Offset XNumber (expression)0
Offset YNumber (expression)0
Offset ZNumber (expression)0

Set position​

Set ‹Object› position to (‹X›, ‹Y›, ‹Z›)

Teleport the object. Self.x means "keep the current x".

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setPosition (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)Self.x
YNumber (expression)Self.y
ZNumber (expression)Self.z

Move by​

Move ‹Object› by (‹X›, ‹Y›, ‹Z›)

Move the object by an amount (world axes). Multiply by dt for smooth per-second movement.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.move (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)0
YNumber (expression)0
ZNumber (expression)0

Move forward​

Move ‹Object› forward ‹Distance›

Move in the direction the object is facing.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.moveForward (as saved in project files)
ParameterTypeDefaultNotes
DistanceNumber (expression)0.1

Move toward object​

Move ‹Object› toward ‹Target› at speed ‹Speed›

Move toward another object (speed in meters per second).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.moveToward (as saved in project files)
ParameterTypeDefaultNotes
TargetObject or #tag
SpeedNumber (expression)2

Move toward position​

Move ‹Object› toward (‹X›, ‹Y›, ‹Z›) at speed ‹Speed›

Move toward a point (speed in meters per second).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.moveTowardPosition (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)0
YNumber (expression)0
ZNumber (expression)0
SpeedNumber (expression)2

Set rotation​

Set ‹Object› rotation to (‹X›°, ‹Y›°, ‹Z›°)

Set the rotation in degrees.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setRotation (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)Self.rotX
YNumber (expression)Self.rotY
ZNumber (expression)Self.rotZ

Set angle​

Set ‹Object› angle to ‹Angle›°

Turn the object to face a direction (degrees around the vertical axis).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setAngle (as saved in project files)
ParameterTypeDefaultNotes
AngleNumber (expression)0

Rotate by​

Rotate ‹Object› by (‹X›°, ‹Y›°, ‹Z›°)

Turn the object by some degrees. Multiply by dt for smooth per-second rotation.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.rotate (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)0
YNumber (expression)5
ZNumber (expression)0

Look at​

‹Object› looks at ‹Target›

Turn the object to face another object.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.lookAt (as saved in project files)
ParameterTypeDefaultNotes
TargetObject or #tag

Set size​

Set ‹Object› size to (‹X›, ‹Y›, ‹Z›)

Change the size (1 = normal).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setScale (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)1
YNumber (expression)1
ZNumber (expression)1

Set visible​

Set ‹Object› visible: ‹Visible›

Show or hide the object.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setVisible (as saved in project files)
ParameterTypeDefaultNotes
VisibleYes / No (expression)true

Set enabled​

Set ‹Object› enabled: ‹Enabled›

A disabled object is hidden and stops moving/colliding.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setEnabled (as saved in project files)
ParameterTypeDefaultNotes
EnabledYes / No (expression)true

Set color​

Set ‹Object› color to ‹Color›

Change the object's color.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setColor (as saved in project files)
ParameterTypeDefaultNotes
ColorColor#ff0000

Set opacity​

Set ‹Object› opacity to ‹Opacity›

1 = solid, 0 = invisible.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setOpacity (as saved in project files)
ParameterTypeDefaultNotes
OpacityNumber (expression)0.5

Tween​

Tween ‹Object› ‹Property› to ‹To› in ‹Seconds› s (‹Easing›)

Smoothly animate position, angle, size or opacity to a value, e.g. size 1.5 with Back for a pop, or Self.y + 2 to rise. Starting another tween of the same property replaces it.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.tween (as saved in project files)
ParameterTypeDefaultNotes
PropertyChoicesizeOptions: Position X, Position Y, Position Z, Angle (°), Size (all axes), Opacity
ToNumber (expression)1.5
SecondsNumber (expression)0.3
EasingChoicebackOptions: Linear, Ease in (speeds up), Ease out (slows down), Ease in and out, Back (overshoots), Elastic (wobbles), Bounce

Stop tweens​

Stop ‹Object› tweens

Stop every running tween of the object where it is now.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.stopTweens (as saved in project files)
  • Parameters: none

Attach to​

Attach ‹Object› to ‹Attach to›

The object becomes a child of the target and moves with it, e.g. a key the player picked up. It stays where it is; use Set position afterwards to place it relative to the target (0, 0, 0 = the center of the target).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.attachTo (as saved in project files)
ParameterTypeDefaultNotes
Attach toObject or #tag

Detach​

Detach ‹Object›

Let go of an attached object: it stays where it is and moves on its own again.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.detach (as saved in project files)
  • Parameters: none

Play animation​

‹Object› plays animation ‹Animation› (loop: ‹Loop›)

Play a clip of its 3D model, e.g. "walk", "jump" or "die". Loop off = play once and hold the last frame.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.playAnimation (as saved in project files)
ParameterTypeDefaultNotes
AnimationExpression"walk"
LoopYes / No (expression)true

Stop animation​

‹Object› stops its animation

Stop the playing model animation.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.stopAnimation (as saved in project files)
  • Parameters: none

Set animation speed​

Set ‹Object› animation speed to ‹Speed›

1 = normal, 0.5 = half speed, 2 = double.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setAnimationSpeed (as saved in project files)
ParameterTypeDefaultNotes
SpeedNumber (expression)1

Add tag​

Add tag ‹Tag› to ‹Object›

Give the object a tag.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.addTag (as saved in project files)
ParameterTypeDefaultNotes
TagTag

Remove tag​

Remove tag ‹Tag› from ‹Object›

Remove a tag from the object.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.removeTag (as saved in project files)
ParameterTypeDefaultNotes
TagTag

🧱 Physics​

Set velocity​

Set ‹Object› velocity to (‹X›, ‹Y›, ‹Z›)

Set the physics speed on each axis (needs a Rigid body).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setVelocity (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)Self.vx
YNumber (expression)Self.vy
ZNumber (expression)Self.vz

Push (impulse)​

Push ‹Object› by (‹X›, ‹Y›, ‹Z›)

Give the object a sudden push (needs a Rigid body).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.applyImpulse (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)0
YNumber (expression)5
ZNumber (expression)0

Apply force​

Apply force (‹X›, ‹Y›, ‹Z›) to ‹Object›

Push continuously (use every tick; needs a Rigid body).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.applyForce (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)0
YNumber (expression)10
ZNumber (expression)0

Jump​

‹Object› jumps (strength ‹Strength›)

Jump up, only when standing on the ground (needs a Rigid body).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.jump (as saved in project files)
ParameterTypeDefaultNotes
StrengthNumber (expression)7

🔤 Text​

Set text​

Set ‹Object› text to ‹Text›

Change the text shown by a text object.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setText (as saved in project files)
ParameterTypeDefaultNotes
TextExpression"Hello"

Set text​

Set text of ‹Object› to ‹Text›

Change the text of an object with a Text component, e.g. "Score: " + Score.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: text.setText (as saved in project files)
ParameterTypeDefaultNotes
TextExpression"Score: " + Score

Append text​

Append ‹Text› to text of ‹Object›

Add text at the end of the current text.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: text.appendText (as saved in project files)
ParameterTypeDefaultNotes
TextExpression"!"

🖼️ UI​

Show​

Show ‹Object›

Show a UI element or a whole screen (and everything inside it).

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.show (as saved in project files)
  • Parameters: none

Hide​

Hide ‹Object›

Hide a UI element or a whole screen.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.hide (as saved in project files)
  • Parameters: none

Show / hide​

Toggle ‹Object› visible

Show it if hidden, hide it if shown.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.toggle (as saved in project files)
  • Parameters: none

Set label​

Set ‹Object› label to ‹Text›

Change the text of a label or button, e.g. "Lives: " + Lives.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setText (as saved in project files)
ParameterTypeDefaultNotes
TextExpression"Hello"

Set bar value​

Set ‹Object› value to ‹Value›

Set a progress bar value, e.g. health or time left.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setValue (as saved in project files)
ParameterTypeDefaultNotes
ValueExpression100

Add to bar value​

Add ‹Amount› to ‹Object› value

Add (or subtract with a negative number) to a progress bar. Stays between 0 and max.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.addValue (as saved in project files)
ParameterTypeDefaultNotes
AmountExpression-10

Set bar maximum​

Set ‹Object› max to ‹Maximum›

Set the maximum of a progress bar.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setMax (as saved in project files)
ParameterTypeDefaultNotes
MaximumExpression100

Set image​

Set ‹Object› image to ‹Image›

Change the picture of an image, button or panel.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setImage (as saved in project files)
ParameterTypeDefaultNotes
ImageImage

Set background color​

Set ‹Object› background to ‹Color›

Change the background color of a button, panel or bar.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setBackground (as saved in project files)
ParameterTypeDefaultNotes
ColorColor#4f8cff

Set text color​

Set ‹Object› text color to ‹Color›

Change the text color of a label or button.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setTextColor (as saved in project files)
ParameterTypeDefaultNotes
ColorColor#ffffff

Set bar color​

Set ‹Object› bar color to ‹Color›

Change the fill color of a progress bar.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: ui.setFillColor (as saved in project files)
ParameterTypeDefaultNotes
ColorColor#3ecf8e

🧩 Behaviors​

Enable/disable behavior​

Set ‹Object› behavior ‹Behavior› enabled: ‹Enabled›

Turn one of the object's behaviors on or off.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setBehaviorEnabled (as saved in project files)
ParameterTypeDefaultNotes
BehaviorBehaviorplatformerOptions: platformer, topdown, car, cameraFollow, rotate, bullet, sine, follow, destroyOffscreen, draggable
EnabledYes / No (expression)true

Set behavior setting​

Set ‹Object› ‹Behavior›.‹Setting› to ‹Value›

Change a behavior setting, e.g. platformer speed.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setBehaviorParam (as saved in project files)
ParameterTypeDefaultNotes
BehaviorBehaviorplatformerOptions: platformer, topdown, car, cameraFollow, rotate, bullet, sine, follow, destroyOffscreen, draggable
SettingTextspeed
ValueExpression5

✨ Particles​

Burst particles​

‹Object› bursts ‹How many› particles

Shoot some particles at once, e.g. sparks on a hit or a puff on landing. Needs a Particles component.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.burstParticles (as saved in project files)
ParameterTypeDefaultNotes
How manyNumber (expression)20

Spawn particles here​

Spawn ‹Effect› at ‹Object›

Play a ready-made effect once where the object is, e.g. Sparkles when a coin is collected (works even if you destroy it right after). No Particles component needed.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.spawnParticlesAt (as saved in project files)
ParameterTypeDefaultNotes
EffectChoicesparkleOptions: Sparkles, Fire, Smoke, Explosion, Dust puff, Rain, Confetti, Magic

Start particles​

‹Object› starts its particles

Start (or restart) its Particles component. One-shot effects like Explosion play again.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.startParticles (as saved in project files)
  • Parameters: none

Stop particles​

‹Object› stops its particles

Stop making new particles. The ones already flying fade out normally.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.stopParticles (as saved in project files)
  • Parameters: none

Set particle rate​

Set ‹Object› particles per second to ‹Per second›

How many particles it makes per second, e.g. a bigger fire or a stronger engine trail.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.setParticleRate (as saved in project files)
ParameterTypeDefaultNotes
Per secondNumber (expression)20

Spawn particles​

Spawn ‹Effect› at (‹X›, ‹Y›, ‹Z›)

Play a ready-made effect once at a position, e.g. an Explosion at Enemy.x, Enemy.y, Enemy.z. No object needed.

  • Where: Found under System in the picker.
  • ID: particles.spawn (as saved in project files)
ParameterTypeDefaultNotes
EffectChoicesparkleOptions: Sparkles, Fire, Smoke, Explosion, Dust puff, Rain, Confetti, Magic
XNumber (expression)0
YNumber (expression)1
ZNumber (expression)0

🔊 Audio​

Play its sound​

‹Object› plays its sound

Play the sound of the object's Audio component.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.playSound (as saved in project files)
  • Parameters: none

Stop its sound​

‹Object› stops its sound

Stop the sound of the object's Audio component.

  • Where: Pick an object (or a #tag) first, then this action.
  • ID: object.stopSound (as saved in project files)
  • Parameters: none

Play sound​

Play sound ‹Sound› (volume ‹Volume›, loop ‹Loop›)

Play a sound from your assets.

  • Where: Found under Audio in the picker.
  • ID: audio.play (as saved in project files)
ParameterTypeDefaultNotes
SoundSound
VolumeNumber (expression)1
LoopYes / No (expression)false

Stop sound​

Stop sound ‹Sound (empty = all)›

Stop a sound (leave empty to stop all sounds).

  • Where: Found under Audio in the picker.
  • ID: audio.stop (as saved in project files)
ParameterTypeDefaultNotes
Sound (empty = all)SoundOptional.

Set master volume​

Set master volume to ‹Volume›

0 = silent, 1 = full volume.

  • Where: Found under Audio in the picker.
  • ID: audio.setVolume (as saved in project files)
ParameterTypeDefaultNotes
VolumeNumber (expression)1

🎥 Camera​

Shake camera​

Shake camera (strength ‹Strength›, ‹Seconds› s)

Shake the screen, great for hits and explosions.

  • Where: Found under Camera in the picker.
  • ID: camera.shake (as saved in project files)
ParameterTypeDefaultNotes
StrengthNumber (expression)0.3
SecondsNumber (expression)0.3

Camera look at​

Camera looks at ‹Target›

Turn the main camera toward an object.

  • Where: Found under Camera in the picker.
  • ID: camera.lookAt (as saved in project files)
ParameterTypeDefaultNotes
TargetObject or #tag

Set camera position​

Set camera position to (‹X›, ‹Y›, ‹Z›)

Move the main camera.

  • Where: Found under Camera in the picker.
  • ID: camera.setPosition (as saved in project files)
ParameterTypeDefaultNotes
XNumber (expression)0
YNumber (expression)6
ZNumber (expression)10