Variable¶
Category: Executor Tier: Basic
Purpose¶
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.
Visual Reference¶

Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
Scope |
option |
Global |
Global: Check shared variables. Local: Check this node’s variables |
Var Name |
variable_name |
Variable to check (Timer dicts and the reserved Global ‘_system_time’ supported) |
|
Field |
option |
Optional Dictionary/Transform subfield. Timer dicts: elapsed/remaining/etc. _system_time: formatted/hms/hm/hour/minute/second/etc. Transform2D/3D: position/rotation/scale/origin/basis axes. |
|
Test |
option |
Equal |
Type of comparison to perform |
Value |
string |
Value to compare against |
|
Min |
float |
0.0 |
In Range: lower bound (inclusive) |
Max |
float |
0.0 |
In Range: upper bound (inclusive) |
Notes¶
Empty
target_nodemeans “sample the owner node”1 Godot unit = 1 meter, so the stored magnitude is meters per secondThis executor stores the raw sampled number only; unit conversion and smoothing belong in
MathMask formatting is deterministic and separator-driven; it is intentionally not a general-purpose template language
Local and Global variable panels parse Array values with Godot Variant syntax first, preserving integer values instead of coercing all numbers to floats.