--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Executor Reference generated: true --- # Executor Reference Generated reference pages for GDLink executor bricks. | Brick | Purpose | Tier | |---|---|---| | [Motion2D](motion2d_executor.md) | The Motion2D executor provides 2D-specific motion and physics for Node2D-based objects. | Basic | | [Motion3D](motion3d_executor.md) | The Motion3D executor provides 3D-specific motion and physics for Node3D-based objects. | Plus | | [Gravity](gravity_executor.md) | Overrides default physics gravity for an object, supporting directional gravity, point attraction (gravity wells), and zero gravity for complex gameplay mechanics like walking on walls, planetary orbit, or localized gravity zones. | Basic | | [Path](path_executor.md) | Directs objects along curved paths using Godot's built-in Path3D or Path2D nodes. | Basic | | [Vehicle3D](vehicle3d_executor.md) | Provides a unified native controller for land, air, and water travel. | Plus | | [Servo](servo_executor.md) | Applies steering behaviors to a 2D or 3D host: Seek, Flee, Pursue, Evade, Arrive, and Wander. | Plus | | [Track To](track_to_executor.md) | Makes an object continuously face/track another object. | Plus | | [Transform2D](transform2d_executor.md) | A unified executor for manipulating a 2D object's position, rotation, and scale. | Basic | | [Transform3D](transform3d_executor.md) | A unified executor for manipulating a 3D object's position, rotation, and scale. | Plus | | [Visibility](visibility_executor.md) | Shows or hides the object (and optionally its children) by toggling visibility. | Basic | | [Material](material_executor.md) | Modifies material properties on the object's mesh/sprite, including color, metallic, roughness, and emission. | Basic | | [Advanced Material Shader](advanced_material_shader_executor.md) | Generic runtime interface to any ShaderMaterial uniform. | Pro | | [Light](light_executor.md) | Provides a compact, gameplay-focused runtime control surface for Godot Light2D and Light3D nodes. | Basic | | [Particle](particle_executor.md) | Controls GPUParticles2D and CPUParticles2D emission states for gameplay bursts, lingering effects, and one-shot visual cues. | Basic | | [Sprite](sprite_executor.md) | Controls 2D sprite properties including frame animation, texture swapping, and sprite sheet manipulation. | Basic | | [Animation](animation_executor.md) | Controls AnimationPlayer and AnimatedSprite2D animations including play, pause, stop, and blending. | Basic | | [Camera](camera_executor.md) | Controls camera switching, camera properties, and cinematic camera movements. | Plus | | [SpringArm3D](springarm3d_executor.md) | The SpringArm3D Executor provides a native interface to control a SpringArm3D node's collision behavior and length. | Plus | | [Parent](parent_executor.md) | Manages real-time scene tree manipulation. | Basic | | [Edit Object](edit_object_executor.md) | Perform bounded scene-tree operations at runtime without dropping into custom script glue. | Plus | | [Sound](sound_executor.md) | Plays, stops, and controls audio including sound effects, music, UI feedback, and 3D positional audio. | Basic | | [Vibration](vibration_executor.md) | Triggers gate/gamepad rumble for tactile feedback. | Basic | | [Mouse](mouse_executor.md) | Native mouse-control surface for the shipped runtime-safe mouse input use case: - FPS-style mouse look on Node3D Saved scenes that use Cursor Visibility remain supported, but new cursor graphics, visibility, confinement, capture, and animation work should use Cursor Executor. | Basic | | [Cursor](cursor_executor.md) | Controls the runtime cursor graphic, visibility, confinement/capture behavior, and simple frame-path cursor animation. | Basic | | [Timer](timer_executor.md) | Controls a typed Timer variable directly. | Basic | | [Window](window_executor.md) | Controls the application window state, including fullscreen mode, resolution, and border visibility. | Basic | | [Scene](scene_executor.md) | Controls scene loading, transitions, and game flow including level changes, menu navigation, and scene overlays. | Basic | | [Game](game_executor.md) | Manages game-level operations including Global Variable save slots, pause/resume, time scale, restart, and quit. | Basic | | [Inventory](inventory_executor.md) | Provides all runtime inventory mutations — creating the inventory, adding/removing/moving items, and refreshing the UI — in a single brick surface. | Basic | | [UI Parameters](ui_parameters_executor.md) | Reads from and writes to Godot Control nodes at runtime. | Basic | | [UI Visibility](ui_visibility_executor.md) | Shows or hides UI Control nodes. | Basic | | [Label](label_executor.md) | Writes formatted text into a target UI node. | Basic | | [State](state_executor.md) | Mutates the runtime's 30-bit state mask so State Gates and state-filtered bricks activate on the correct channels. | Basic | | [Variable](variable_executor.md) | Writes values into Local or Global variables, supports gameplay text-buffer flows with optional mask formatting, supports direct vector/array edits, and can sample native physics data directly into a variable without a GDScript bridge. | Basic | | [Math](math_executor.md) | Performs native math against Local or Global variables. | Basic | | [Random](random_executor.md) | Generates random values and stores them in variables. | Basic | | [Message](message_executor.md) | Sends messages to other objects via the MessageBus system, enabling object-to-object communication and event broadcasting. | Basic | | [Signal](signal_executor.md) | Emits a Godot signal from the owner or an explicit target node, allowing Logic Bricks to trigger external systems, other scripts, or broadcast events to listeners. | Basic | | [Print](print_executor.md) | Writes deterministic probe lines to the console for demo verification, debugging, and lightweight value inspection. | Basic | | [Group](group_executor.md) | Collection is retained as a compatibility concept only. | Basic | | [XR Session](xr_session_executor.md) | Manages the XR session lifecycle and global system parameters. | Pro | | [XR Haptic](xr_haptic_executor.md) | Triggers vibration feedback on XR controllers. | Pro | | [XR Movement](xr_movement_executor.md) | XR analog of Motion3D — handles all player locomotion paradigms by moving/rotating the XROrigin3D. | Pro | | [XR Interaction](xr_interaction_executor.md) | Handles all hand-to-object and hand-to-UI interactions: grabbing, throwing, poking, UI pointing, and AR anchor management. | Pro | | [XR Avatar](xr_avatar_executor.md) | Drives skeletal and blend-shape data from XR trackers onto visual meshes. | Pro | | [XR Passthrough](xr_passthrough_executor.md) | Controls Mixed Reality (MR) passthrough features — camera feed overlay, alpha blending, and edge enhancement. | Pro | ```{toctree} :maxdepth: 1 :hidden: motion2d_executor motion3d_executor gravity_executor path_executor vehicle3d_executor servo_executor track_to_executor transform2d_executor transform3d_executor visibility_executor material_executor advanced_material_shader_executor light_executor particle_executor sprite_executor animation_executor camera_executor springarm3d_executor parent_executor edit_object_executor sound_executor vibration_executor mouse_executor cursor_executor timer_executor window_executor scene_executor game_executor inventory_executor ui_parameters_executor ui_visibility_executor label_executor state_executor variable_executor math_executor random_executor message_executor signal_executor print_executor group_executor xr_session_executor xr_haptic_executor xr_movement_executor xr_interaction_executor xr_avatar_executor xr_passthrough_executor ```