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Components
What a node can carry. Add one with Add component in the Inspector, or pick an + Add node preset that includes it.
Scripting
- ScreenNotifier A rectangle that reports whether the camera can reach it: an enemy that wakes only once seen, a trap that resets once the camera leaves it. A script on a Screen base needs one here to hear it arrive and leave.
- Signal Wires this node's named signals to other nodes, so a lever pulled here can open a door elsewhere without either one knowing about the other. The other node hears it on the next step, not immediately.
- Spawner Names for the artifacts this node's scripts copy with spawn(name, at).
- Timer A countdown on a node: a door that swings shut a few seconds later, a vent that lets something out on a fixed interval, a search that gives up. The script on its node hears each firing, and can start and stop it.
Light
- AmbientLight The colour a room's unlit pixels are left at, before any Light brightens them back up. Disabling it falls back to a dim default rather than full brightness, since a powered-down room should not get lighter.
- Light A light. Anything it reaches is lit and anything an Occluder blocks is left in shadow. It can be a point, a cone, a directional wash, a sprite or a freeform shape.
- LightShader Replaces a Light's built-in falloff with a shader: banded lighting, a toon ramp, or a flicker that would otherwise need baking into a texture. Needs a Light on the same node.
- Occluder A shape that blocks light, casting a shadow away from every Light that reaches it. A box by default, with an optional outline so the shadow is not just a rectangle around the real shape.
World
- Camera The view a room is seen through. Only one should be active in a scene at a time, and it decides magnification, roll and how the visible area scales with the window.
- CameraRig Several named framings on a camera and the blends between them, for a room's establishing shot, a boss arena that pulls back, or a cutscene that takes over.
- Confiner Keeps a camera inside a room instead of showing the void beyond its walls.
- Line A stroked line drawn through a list of points: a rope, a cable, a beam, or a grapple's line stretched between two points that move every frame. Set its width, colour and how joints and ends are finished.
- Mesh Draws a shape from points and triangles supplied directly, for geometry a generator or an importer produced: a terrain chunk, a deformed surface. For dragging points by hand, use a Polygon instead.
- MultiMesh Draws the shape from a Polygon or a Mesh on the same node many times over, at a list of placements each with its own position, rotation, scale and tint: a field of grass, a scatter of rubble. Needs one of those to draw.
- NavAgent Walks this node to its Target by the cheapest way the Nav Region under it allows: round walls and obstacles, across links. A Character Body is moved by its velocity, so walls still hold; a node without one is moved directly.
- NavCost A rectangle that is walkable but costs more to cross than open ground: spikes an enemy crosses only when there is no other way, shallow water that slows a patrol. Not a wall — the search still takes it once the detour costs more.
- NavLink A jump between two points a walk cannot connect: a drop, a ladder, a teleport, a grapple anchor. One-way by default; turn on Both Ways to make it usable from either end.
- NavObstacle A circle that blocks a route without blocking movement: a coolant pool an enemy will not walk into, the space around a hazard, a door still closing. Distinct from a Collider, which stops movement outright.
- NavRegion A rectangle of the world that can be walked, baked into a grid for pathfinding. An enemy or a patrol finds a route across it that a Nav Obstacle can block outright and a Nav Cost can only make pricier.
- Parallax A background layer that moves at a fraction of the camera's own motion, so distant art drifts slower than the room and reads as further away.
- Path An authored curve for something to move along: a lift's route between floors, a patrol's loop round a gantry, a camera sweep. Add a Path Follower to walk it, and turn on Smooth to round off its corners.
- PathFollow Walks a Path, its parent's by default or one named here, at its own speed and place along it, so several followers can share one path. At the end of an open path it stops or turns back; its script hears each point it passes.
- PixelPerfect Pairs with a Camera to keep every game pixel the same size on screen, so pixel art stays crisp instead of shimmering as the camera moves or zooms.
- Placeholder Stands in for an artifact until it is built: one cheap node instead of every torch and pot in a room loading as it opens. A script on its node builds it with build_placeholder(), in the game as in Play; Instantiate now does it by hand.
- Polygon A filled outline whose points are dragged into shape and triangulated automatically: a water surface, a slope, a pool of acid, a hand-drawn backdrop. A texture stretches across it or tiles over it, or it fills flat with a colour.
- RemoteTransform Copies this node's position, rotation or scale onto another node elsewhere in the scene, by name. For a camera target, a floor shadow, or a marker that must not inherit its subject's own rotation.
- Shape An untextured rectangle, circle or capsule with an optional outline, for blocking out a room's layout before any art exists.
- SortingGroup Draws the sprites, shapes, lines, trails, sprite shapes, polygons, meshes and words under this node as one unit at one layer and depth, so nothing slips between the members of a stack. Tiles and particles still sort for themselves.
- Sprite Draws a texture on this node, tinted, sized and anchored as set here. The most common way anything in a scene becomes visible.
- SpriteMask A shape whose alpha decides where sprites on the same channel are allowed to draw, and never draws itself. A torch's reveal, a keyhole, a spotlight cutout.
- SpriteShape A shape that draws its own edge art, fill and collision at once, so a ledge's outline, its texture and the ground under it cannot drift apart: an island, a cliff edge, a rooftop. Needs a Collider on the same node for the collision rules.
- TileMap A room painted in tiles, as one node instead of thousands of pieces: a tile asset for the art, square, isometric or hexagonal cells sized to the world, and collision generated from whichever layers are marked solid.
Motion
- AnimatedSprite Plays clips from a .anim asset onto a Sprite on the same node: which picture shows, at what speed, and what happens while nothing can see it. A linked library can swap its outfit or damage state without touching the clip.
- AnimationLayers Runs two animations at once on one character, one per body part: the legs keep running while the arms swing. Goes on the character's root and decides which clip each part shows and how much of it, layered bottom to top.
- Area A shape that notices other areas overlapping it, for triggers, pickups, hitboxes and hurtboxes. A script with an Area base hears them enter and leave.
- Bone A segment of a cutout rig: a limb, a tail, a jaw. Gives its node a length an IK chain measures the reach by, and a rest pose it can return to once nothing is holding it out of position.
- CharacterBody A body that walks, jumps, falls and collides with the world. It climbs shallow steps, sticks to slopes going downhill, and reports whether it is standing on the floor, a wall or a ceiling.
- Collider A solid shape that blocks movement, or an outline traced around art for a closer fit. Walls, floors and anything a character stands on or bumps into.
- Effector A force zone placed alongside an Area: wind down a shaft, a magnet's pull, a conveyor's speed, or the lift and drag of water. It only acts on bodies inside that Area.
- Ik Reaches a chain of bones toward another node: an arm's hand, a leg's foot. Goes on the chain's tip; lower its weight to blend the reach with the animation. A chain of one bone points instead: a head that watches, a turret.
- Joint Pins, welds, springs or slides this node against another, or against a fixed point. A hanging chain, a swinging sign, a piston, a lift, or a grapple line.
- PhysicalBone Turns a bone into a body that can go limp and fall: a ragdoll, a corpse, a knocked-back enemy. Gravity and damping settle the chain instead of leaving it twitching.
- PropertyAnimation Plays keyframed numbers onto this node and its children: a door's slide, a light's flicker, a menu's fade. Unlike an Animated Sprite it never touches a picture, only whatever property its .propanim clip names.
- RootMotion Turns a clip's own drift into the node's own movement: a dash whose art steps forward each frame carries the character forward instead of resetting the sprite in place. Scale is per axis, so sideways wobble need not become sideways travel.
- StateMachine A graph that decides which clip an Animated Sprite plays: each state names a clip, and a connection moves to another state once its condition is met.
- Timeline What drives a cutscene: a door opening, a camera push, a line of dialogue and a gate that locks, all timed against one authored clock instead of counted by hand. Starts only when something begins it, not the moment a room loads.
Effects
- Clip Clips everything under this node to a rectangle: a scrolling list inside a panel, a health bar that fills, a window with a view through it. A rotated clip is cut to its rectangle's bounding box, not its rotated shape.
- ParticleAttractor Pulls, pushes or swirls every particle within its radius, from any emitter in the room: a vent drawing in steam, a fan blowing it away, a whirlpool spinning it around a drain.
- ParticleEmitter Emits a stream or burst of particles, each ageing through its own size, colour, speed and spin: steam, embers, dripping water, a burst of sparks off an impact. One emitter covers all of these; only the numbers differ.
- PostVolume Grades the look of one region of the scene — exposure, tint, saturation, bloom, vignette, grain — and blends smoothly at its edge, so a flooded room can read blue and a furnace room warm with no hard cut between them.
- ScreenCopy Copies everything drawn below its layer so a shader above it can read what's behind it: heat haze over a furnace, the wobble through water, glass that bends the room. Only one is used per scene.
- ShaderMaterial Draws this node's Sprite, or its Particle Emitter's particles, through a custom shader instead of plainly: a rippling puddle, a glow, a heat shimmer, sparks each in a colour of its own. With no shader chosen it draws unchanged.
- Trail A ribbon stroked behind this node's own movement: a dash streak, a thrown arc, a comet's tail, a swing's smear. Tapers head to tail width; by default it fades once stopped, or set a fixed length to keep a comet's shape while moving.
- Viewport Draws the whole scene, or just this node's own subtree, again into a texture: a minimap, a security camera, a portal, a picture-in-picture. The node is the camera — move it and the view moves.
Sound
- AudioListener Where the mix is heard from, when the camera is not standing where the player is. The first enabled one in hierarchy order wins; with none in the scene, the mix is heard from the active camera instead.
- AudioMix The whole mix, authored on one node: what each bus does to the sound, the named mixes it can slide between, the rules that duck one bus while another is loud, and the taps that feed one bus through another's chain.
- AudioSource A sound on a node: autoplay it as an ambient loop, or fire it from an animation trigger with several takes to vary it. Positional quiets and pans it by distance. A looping autoplay on the Music bus is the room's one music track instead.
- AudioZone Slides the whole mix to a named snapshot while the listener is inside it, and back again on the way out, over a set fade. Needs an Area on the same node; the highest priority wins where two zones overlap.
Interface
- AspectRatioFitter Holds a width-to-height ratio for a portrait, a map or a video plate, keeping it correctly shaped in whatever box the layout hands it, cropped or letterboxed depending on mode, instead of stretching to fit. Goes under a Canvas.
- Button A pressable control that reports a named action when it fires. Tints the Panel on its node for idle, hovered and pressed, and can show a picture of its own in each state. Pair it with a Panel and a Text label. Goes under a Canvas.
- Canvas Marks where an interface begins: on the surface for a HUD or menu, or in the room for a label over an enemy's head. Reference Size and Scale Mode decide how its units map onto the screen, and Use Safe Area keeps it clear of a notch.
- CanvasGroup Fades, dims or shields a whole subtree at once: one alpha multiplies every colour under it, one flag makes it inert without hiding it, and another swallows clicks meant for whatever is behind it. Goes under a Canvas.
- ContentSizeFitter Resizes a node to what is actually inside it, such as a dialogue box grown as tall as its own text, instead of a fixed size that needs re-authoring in every language. Its anchor picks which point stays put as it grows. Goes under a Canvas.
- DragSource Marks a node as something a pointer can pick up and carry, such as an item out of a bag. Kind is matched against a Drop Target's accepted list, Preview names a node drawn under the pointer, and Disabled stops pick-ups. Goes under a Canvas.
- DropTarget Marks a node as somewhere a drag can land: a hotbar slot, a rune socket. Accepts lists the kinds it takes, empty meaning any, Disabled makes it take none, and a refused drop is reported so the item can be put back. Goes under a Canvas.
- Dropdown A closed list that opens on press — a resolution or language picker — and draws its options in a popup over everything else, flipped and clamped so it never runs off the bottom of the screen. Goes under a Canvas.
- Focus Controls how a node may take the focus ring: never, only by a pointer press, or normally. Names a neighbour for a direction or the Tab order when the computed answer is wrong. Goes under a Canvas.
- FocusRing Draws a ring round the control the keys or a pad have moved to on this canvas, and round the lit row of an open list, so a player with no mouse can see where they are. Any pointer press hides it until the next key. Goes on a Canvas.
- Grid Arranges children in rows and columns — an inventory, a level select — where a Stack's one axis is not enough. Fit decides the column count: a fixed number, or as many fixed-size cells as fit the width. Goes under a Canvas.
- Landmark Marks where a region of the screen begins — the button column, the settings list, the status corner — so a screen reader's region key can jump straight to it instead of reading through everything in between. Goes under a Canvas.
- LayoutElement Says how much room one child wants along its parent's axis, for a Stack sharing space by what each child asks for: the least it will accept, what it wants when there is room, and its share of whatever is left over. Goes under a Canvas.
- LocalizedText Shows text from the string tables in the game's language: Key for the node's text or dialog title, and keys for a dialog's question, a tooltip, a field's hint and a list's, dialog's or menu's rows. Values fill in {name} placeholders.
- Modal A dialog that owns the interface until it is answered: a title, a question and up to three buttons. Nothing outside it can be reached by any input device while it is up, and Escape fires its cancel action. Needs a Panel for its frame.
- Panel A filled rectangle: a menu plate, a HUD backing, or a plain picture with a texture instead of a flat colour. Give it a nine-slice border so the corners hold their size while the middle stretches, or tile the texture across it.
- PopupMenu A list of commands that opens where you click, such as a right-click menu: Load, Rename, a divider, Delete. It opens with its corner at that point rather than centred like a Dropdown, and clicking anywhere closes it. Goes under a Canvas.
- RadialProgress A ring or pie that fills with a value from 0 to 1: a cooldown ring, a charge meter, a shield gauge. It fills clockwise, anticlockwise or both ways, and a hole in the middle makes it a ring. Goes under a Canvas.
- Rect Where a UI node sits inside its parent: an anchor and an offset per corner. Equal anchors pin a fixed-size box to a point; different ones stretch it with the parent. Needs a Canvas above it to be positioned at all.
- Scroll A viewport onto something larger than itself — an inventory, a quest log, a tall settings page — clipped to its own box. Its content size is measured from what is laid out inside it, or typed. Follow End keeps a log on its newest line.
- Scrollbar Drives one axis of the Scroll View it names. Its thumb shows how much of the view is on screen and how far it is scrolled, and dragging it scrolls. A Panel on the same node is the track. Retype the name if the view is renamed.
- Shortcut A keybinding attached to the control it fires. Names either a rebindable action, so a rebind moves the key with it, or a literal chord like Ctrl+S for one that never changes.
- Slider A value dragged between a minimum and a maximum, reporting a named action as it moves: a volume control, a difficulty scale. Turn Interactive off and it becomes a read-only bar instead — a health or stamina meter. Goes under a Canvas.
- Stack Arranges its children along one axis — a menu, a toolbar — dividing the space evenly by default, or giving every child a fixed size, or letting a Layout Element on each child ask for its own share. Goes under a Canvas.
- Text A run of text: a label, a heading, a line of dialogue. Turn on Wrap to break long lines at spaces to fit the box. Turn on Rich to read [b]...[/b] markup, and advance Visible Characters for a typewriter reveal. Goes under a Canvas.
- TextEntry A single line of editable text: a save name, a code, a search box. It shows a placeholder while empty, Mode limits what it accepts, and it takes typing only while focused, which raises a phone's keyboard. Goes under a Canvas.
- Theme One palette for a screen: fill and text colours for the normal, accent and danger roles, a plain button's words, and how far a button lightens on hover and darkens when pressed. Apply theme writes these into every widget below it.
- ThemeRole Marks which entry of an ancestor's Theme a node's widgets take: the plain look, an accent for emphasis, or the danger colour for a delete or quit-without-saving button. Set it to Custom to keep its own colours through every reapply.
- Toggle A checkbox: pressing it flips a value and reports the new one — full screen, subtitles, invert Y. When on, it draws the box smaller inside itself, or its On Texture in place of the Panel's picture. Goes under a Canvas.
- Tooltip Text shown once the pointer holds still on the node for a moment — what a locked door wants, or why an upgrade button is greyed out. Flips to the opposite side, and stays clear of the screen's edge, when its side has no room.
- TooltipStyle How the tooltips on this canvas look: a flat box or a picture, a thin frame round it, the colour, size and spacing of the words, and how far they run before wrapping. Without it a tooltip is a dark box with light words. Goes on a Canvas.
- VirtualButton An on-screen button for a touch screen, reporting the same action a gamepad button would — Jump, say. Needs a Panel on the same node: while held it darkens that Panel, or swaps in a Pressed Texture, and draws nothing without one.
- VirtualStick An on-screen thumbstick for a touch screen, reporting a direction the same way a gamepad stick would. A touch inside the dead zone near the centre reports nothing; the direction scales up from there to the edge. Needs a Panel to be seen.
- WorldText A line of text drawn in the room rather than on a screen: a damage number, a name tag, an interaction prompt. Placed at a point from the node's own position plus an offset, not inside a box. Holds a fixed size on screen as the camera zooms.
Data assets
Not on a node: a file of its own, made with Create → New data asset in Assets and edited in the Data panel.