IntroductionΒΆ
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 Logic Editor; details of this process are given in the Actuator Editing page.
The following types of actuator are currently available:
- Action
- Handles armature actions. This is only visible if an armature is selected.
- Camera
- Has options to follow objects smoothly, primarily for camera objects, but any object can use this.
- Constraint
- Constraints are used to limit object’s locations, distance, or rotation. These are useful for controlling the physics of the object in game.
- 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).
- Filter 2D
- Filters for special effects like sepia colors or blur.
- Game
- Handles the entire game and can do things as restart, quit, load, and save.
- Message
- Sends messages, which can be received by other objects to activate them.
- Motion
- Sets object into motion and/or rotation. There are different options, from “teleporting” to physically push rotate objects.
- Parent
- Can set a parent to the object, or unparent it.
- Property
- Manipulates the object’s properties, like assigning, adding, or copying.
- Random
- Creates random values which can be stored in properties.
- Scene
- Manage the scenes in your blend-file. These can be used as levels or for UI and background.
- Sound
- Used to play sounds in the game.
- State
- Changes states of the object.
- Steering
- Provides pathfinding options for the object.
- Visibility
- Changes visibility of the object.