************ Introduction ************ Actuators perform actions, such as move, create objects, play a sound. The actuators initiate their functions when they get a positive pulse from one (or more) of their controllers. The logic blocks for all types of actuator may be constructed and changed using the :doc:`Logic Editor `; details of this process are given in the :doc:`Actuator Editing ` page. The following types of actuator are currently available: :doc:`Action ` Handles armature actions. This is only visible if an armature is selected. :doc:`Camera ` Has options to follow objects smoothly, primarily for camera objects, but any object can use this. :doc:`Constraint ` Constraints are used to limit object's locations, distance, or rotation. These are useful for controlling the physics of the object in game. :doc:`Edit Object ` Edits the object's mesh, adds objects, or destroys them. It can also change the mesh of an object (and soon also recreate the collision mesh). :doc:`Filter 2D ` Filters for special effects like sepia colors or blur. :doc:`Game ` Handles the entire game and can do things as restart, quit, load, and save. :doc:`Message ` Sends messages, which can be received by other objects to activate them. :doc:`Motion ` Sets object into motion and/or rotation. There are different options, from "teleporting" to physically push rotate objects. :doc:`Parent ` Can set a parent to the object, or unparent it. :doc:`Property ` Manipulates the object's properties, like assigning, adding, or copying. :doc:`Random ` Creates random values which can be stored in properties. :doc:`Scene ` Manage the scenes in your blend-file. These can be used as levels or for UI and background. :doc:`Sound ` Used to play sounds in the game. :doc:`State ` Changes states of the object. :doc:`Steering ` Provides pathfinding options for the object. :doc:`Visibility ` Changes visibility of the object.