Label

Category: Executor Tier: Basic

Purpose

Writes formatted text into a target UI node.

Visual Reference

As added to your scene
Label brick as it appears in the GDLink editor

Runtime Behavior

Inputs

  • Activate (Boolean): Writes the formatted text when triggered.

Properties

  • property_name (String, "")

  • Variable name to read and display.

  • scope (Enum, Global)

  • Local: reads from the target host node’s metadata/local_variables.

  • Global: reads from /root/GDLinkGlobals.

  • prefix (String, "")

  • Prepended before the resolved value.

  • suffix (String, "")

  • Appended after the resolved value.

  • decimals (Int, 2)

  • Decimal precision applied to float values.

  • target_node (String, "")

  • Optional node identifier for the label/readout target.

  • Empty string means “write to the executor’s host node”.

Generated UI Mockup — showing expanded properties
Label
-
x
Name:
Label this brick...
Property Name:
v
Scope:
v
Prefix:
v
Suffix:
v
Decimals:
v
Target Node:
v

Properties

This brick does not expose a generated property table yet. See the source specification for implementation notes.

Example Use Cases

Timer / System Time HUD:

  1. Use a Timer variable and Timer executor for gameplay timers.

  2. Add a Label executor with property_name = race_timer, scope = Local, and target_node pointing at the HUD label. Timer dictionaries render using their stored format.

  3. For wall-clock text, use Set mode with text_content = "{_system_time.hms}" or "{_system_time.formatted}".

Clock listener remains registered for old scenes, but new authoring should read Timer variables or _system_time directly.

There is no separate System Time executor in the current surface. _system_time is a reserved Global dictionary updated every frame; use it directly in Label Set tokens for display, or pair it with the Variable listener when graph logic needs to react to wall-clock fields such as hour, minute, second, hms, or formatted.