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.