Listener Reference¶
Generated reference pages for GDLink listener bricks.
Brick |
Purpose |
Tier |
|---|---|---|
The Always listener continuously outputs a positive pulse every tick, providing a constant activation signal for testing and basic logic flows. |
Basic |
|
Waits a specified number of ticks before activating, optionally staying active for a duration, with optional repeating. |
Basic |
|
Detects keyboard input with trigger modes, pulse detection, modifier key requirements, and inversion. |
Basic |
|
Detects mouse buttons, movement, wheel, and hover events. |
Basic |
|
Publishes current cursor screen coordinates into GDLink variables and triggers graph flow from cursor presence or movement. |
Basic |
|
Detects gamepad input across buttons, D-Pad directions, analog stick axes, and analog triggers. |
Basic |
|
Detects touch input on mobile devices and touchscreens. |
Basic |
|
Detects when the mouse cursor hovers over UI elements (Control nodes). |
Basic |
|
Detects mouse button clicks on UI elements (Control nodes). |
Basic |
|
Detects collisions and overlaps with other physics objects, with filtering by name, group, material, or property. |
Basic |
|
Casts a ray from the object in a specified direction and triggers when the ray hits something, with optional filtering. |
Basic |
|
Detects when objects enter or exit a spherical (3D) or circular (2D) radius around the listener’s parent object. |
Basic |
|
Detects objects within a cone-shaped field of view (FOV), like a radar or vision cone. |
Basic |
|
Monitors transform changes on a Node2D or Node3D target and fires when the sampled position, rotation, or scale delta matches the configured threshold/mode. |
Basic |
|
Detects when an object is moving, stopped, accelerating, or changing direction. |
Basic |
|
Detects the current gravity state of the object, enabling logic to react to changes in gravity such as zero-G animations, wall-walking controls, or gravity well effects. |
Basic |
|
Monitors Global or Local variables and triggers when a comparison condition is met. |
Basic |
|
Triggers randomly based on a probability percentage, useful for creating unpredictable behaviors and variations. |
Basic |
|
Fires reactive events when the inventory state changes or when a player interacts with a slot. |
Basic |
|
Listens for messages sent via Message Executor on a specific subject/channel, enabling object-to-object communication. |
Basic |
|
Detects when a specific Godot signal is emitted by a target node. |
Basic |
|
Unified controller input listener for all XR devices (Quest, Vive, Index, etc.). |
Pro |
|
Unified tracking data listener that senses spatial/skeletal/biometric state from XR trackers. |
Pro |
|
Spatial raycasting from XR controller or HMD for pointer interactions and teleport target identification. |
Pro |