Material¶
Category: Executor Tier: Basic
Purpose¶
Modifies material properties on the object’s mesh/sprite, including color, metallic, roughness, and emission.
Visual Reference¶

When To Use¶
Damage feedback (flash red when hit)
Power-up effects (glow when powered)
State indication (green=safe, red=danger)
Environmental lighting (glowing objects)
UI highlighting (hover effects)
Day/night cycles (material color shifts)
Status effects (poison=green tint, frozen=blue tint)
Runtime Behavior¶
Executes: When activated, changes the specified material property
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
Mode |
option |
Albedo Color |
Which material channel to modify |
Color |
color |
[1, 1, 1, 1] |
Color to set (for color-based properties) |
Value |
float |
0.0 |
Numeric value (for Metallic, Roughness, or Emission Energy) |
UV Value |
vector3 |
[1, 1, 1] |
UV scale or offset (Vector3) |
Animate |
bool |
False |
Animate the material property transition (single-tick triggers only) |
Duration |
float |
1.0 |
Animation duration in seconds |
Example Use Cases¶
Damage Flash:
Collision(Bullet) -> AND -> Material(property=Albedo Color, color=Red)
Delay(10) -> AND -> Material(property=Albedo Color, color=White)
// Flash red for 0.16 seconds when hit
Power-Up Glow:
Sample inspector layout removed for compatibility.
Metallic Transition:
Keyboard(M) -> AND -> Math(metallic_value, Add, 0.1) -> Material(property=Metallic, value=$metallic_value)
// Gradually increase metallic appearance
Traffic Light System:
Property(state, Equal, go) -> AND -> Material(property=Albedo Color, color=Green)
Property(state, Equal, slow) -> AND -> Material(property=Albedo Color, color=Yellow)
Property(state, Equal, stop) -> AND -> Material(property=Albedo Color, color=Red)
Glowing Button:
Sample inspector layout removed for compatibility.