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

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.

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)