---
generated_by: gdlink-build
generated_at: 2026-06-23T12:34:28Z
do_not_edit: true
title: Edit Object
brick_type: executor
tier: Plus
generated: true
---
# Edit Object
**Category:** Executor
**Tier:** Plus
## Purpose
Perform bounded scene-tree operations at runtime without dropping into custom script glue.
## Visual Reference
```{raw} html
```
```{raw} html
Target Position:X0
v
Y0
v
Z0
v
```
## Properties
| Property | Type | Default | Notes |
|---|---|---|---|
| Operation | option | Add Object | Object operation |
| Scene Path | string | | [Add Object] Path to .tscn file to instantiate |
| Position | vector3 | [0, 0, 0] | [Add Object] Spawn position offset from spawn node (X/Y/Z) |
| Rotation (deg) | vector3 | [0, 0, 0] | [Add Object] Spawn rotation offset in degrees |
| Parent Mode | option | Self | [Add Object] Where to parent spawned object |
| Parent Path | string | | [Add Object] NodePath or name for Named Node parent mode |
| Store Name | variable_name | | [Add Object] Store spawned node name in a local variable |
| Lifetime (s) | float | 0.0 | [Add Object] Auto-delete spawned node after N seconds (0 = never) |
| Object Name | string | self | [End Object] Name/path of object to delete (self = owner, * = wildcard prefix) |
| End Children | bool | True | [End Object] queue_free the target itself (True) or only its children (False) |
| Mesh Path | string | | [Replace Mesh] Path to mesh resource (.tres or .res) |
| Scale | vector3 | [1, 1, 1] | [Set Scale] New scale to apply (works on Node2D and Node3D) |
| Target Mode | option | Object | [Track To] Track a named object or a fixed world-space position |
| Target Object | string | | [Track To] Name/path of the object to face |
| Target Position | vector3 | [0, 0, 0] | [Track To] World-space position to face |
| Track Axis | option | -Z | [Track To] Which axis on this node points at the target |
| Verbose | bool | False | Log operation details to console (controlled by ladybug button) |
## Notes
- This spec reflects the current gameplay-first shipped surface, not the older design-era “mirror everything” plan.
- Deep engine authoring stays in the native Godot inspector when it is outside the narrow runtime-control surface GDLink is intended to expose.
---
**Last Updated**: 2026-06-01
**Version**: v0.9.3-dev2