Executor Reference

Generated reference pages for GDLink executor bricks.

Brick

Purpose

Tier

Motion2D

The Motion2D executor provides 2D-specific motion and physics for Node2D-based objects.

Basic

Motion3D

The Motion3D executor provides 3D-specific motion and physics for Node3D-based objects.

Plus

Gravity

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

Directs objects along curved paths using Godot’s built-in Path3D or Path2D nodes.

Basic

Vehicle3D

Provides a unified native controller for land, air, and water travel.

Plus

Servo

Applies steering behaviors to a 2D or 3D host: Seek, Flee, Pursue, Evade, Arrive, and Wander.

Plus

Track To

Makes an object continuously face/track another object.

Plus

Transform2D

A unified executor for manipulating a 2D object’s position, rotation, and scale.

Basic

Transform3D

A unified executor for manipulating a 3D object’s position, rotation, and scale.

Plus

Visibility

Shows or hides the object (and optionally its children) by toggling visibility.

Basic

Material

Modifies material properties on the object’s mesh/sprite, including color, metallic, roughness, and emission.

Basic

Advanced Material Shader

Generic runtime interface to any ShaderMaterial uniform.

Pro

Light

Provides a compact, gameplay-focused runtime control surface for Godot Light2D and Light3D nodes.

Basic

Particle

Controls GPUParticles2D and CPUParticles2D emission states for gameplay bursts, lingering effects, and one-shot visual cues.

Basic

Sprite

Controls 2D sprite properties including frame animation, texture swapping, and sprite sheet manipulation.

Basic

Animation

Controls AnimationPlayer and AnimatedSprite2D animations including play, pause, stop, and blending.

Basic

Camera

Controls camera switching, camera properties, and cinematic camera movements.

Plus

SpringArm3D

The SpringArm3D Executor provides a native interface to control a SpringArm3D node’s collision behavior and length.

Plus

Parent

Manages real-time scene tree manipulation.

Basic

Edit Object

Perform bounded scene-tree operations at runtime without dropping into custom script glue.

Plus

Sound

Plays, stops, and controls audio including sound effects, music, UI feedback, and 3D positional audio.

Basic

Vibration

Triggers gate/gamepad rumble for tactile feedback.

Basic

Mouse

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

Controls the runtime cursor graphic, visibility, confinement/capture behavior, and simple frame-path cursor animation.

Basic

Timer

Controls a typed Timer variable directly.

Basic

Window

Controls the application window state, including fullscreen mode, resolution, and border visibility.

Basic

Scene

Controls scene loading, transitions, and game flow including level changes, menu navigation, and scene overlays.

Basic

Game

Manages game-level operations including Global Variable save slots, pause/resume, time scale, restart, and quit.

Basic

Inventory

Provides all runtime inventory mutations — creating the inventory, adding/removing/moving items, and refreshing the UI — in a single brick surface.

Basic

UI Parameters

Reads from and writes to Godot Control nodes at runtime.

Basic

UI Visibility

Shows or hides UI Control nodes.

Basic

Label

Writes formatted text into a target UI node.

Basic

State

Mutates the runtime’s 30-bit state mask so State Gates and state-filtered bricks activate on the correct channels.

Basic

Variable

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

Performs native math against Local or Global variables.

Basic

Random

Generates random values and stores them in variables.

Basic

Message

Sends messages to other objects via the MessageBus system, enabling object-to-object communication and event broadcasting.

Basic

Signal

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

Writes deterministic probe lines to the console for demo verification, debugging, and lightweight value inspection.

Basic

Group

Collection is retained as a compatibility concept only.

Basic

XR Session

Manages the XR session lifecycle and global system parameters.

Pro

XR Haptic

Triggers vibration feedback on XR controllers.

Pro

XR Movement

XR analog of Motion3D — handles all player locomotion paradigms by moving/rotating the XROrigin3D.

Pro

XR Interaction

Handles all hand-to-object and hand-to-UI interactions: grabbing, throwing, poking, UI pointing, and AR anchor management.

Pro

XR Avatar

Drives skeletal and blend-shape data from XR trackers onto visual meshes.

Pro

XR Passthrough

Controls Mixed Reality (MR) passthrough features — camera feed overlay, alpha blending, and edge enhancement.

Pro