--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Signal brick_type: executor tier: Basic generated: true --- # Signal **Category:** Executor **Tier:** Basic ## Purpose 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. ## Visual Reference ```{raw} html
As added to your scene
Signal brick as it appears in the GDLink editor
``` ## Runtime Behavior **Inputs** - **Activate** (Pulse): Emits the signal. **Outputs** None. **Properties** - **Signal Name** (String, "my_signal"): The name of the signal to emit. - **Target Node** (String, ""): Optional node path/name to emit from. Empty means the brick owner. - **Parameters** (String / compatibility-only): Reserved field in the UI. Native runtime currently ignores parameters and emits without arguments. **Execution Behavior** **Connect Logic** - No connection needed; emits from the owner node by default. - If `target_node` is set, the executor resolves that node and emits from it instead. **Tick Behavior** - When activated: - Check if signal exists on target. - If yes, emit it. - Missing targets or missing signals fail safely as no-ops. **State Changes** None. **Examples** **Basic Usage** - **Signal Name**: `level_completed` - **Result**: Emits "level_completed" so the Game Manager can React. **Advanced Usage** - **Signal Name**: `damage_taken` - **Parameters**: `[10, "fire"]` - **Result**: Emits damage event with amount and type. ```{raw} html
Generated UI Mockup — showing expanded properties
Signal
-
x
Name:
Label this brick...
Signal Name:
v
Parameters:
[]
v
Target Node:
v
``` ## Properties | Property | Type | Default | Notes | |---|---|---|---| | Signal | signal_dropdown | | Signal to listen to | | Target Node | string | | Node that emits the signal (empty = self) |