Entity reference

Every entity class that ships with the addon, by what you use it for:

Page Entities
Logic Relays, branches, counters, timers, logic_auto, sequences
Scripts and calls logic_script, logic_call, logic_animate, logic_debug
Doors, movers and buttons Doors, platforms, trains, buttons
Triggers Volumes that react to bodies entering them
Spawners and paths Spawners, teleport destinations, path corners, NPC walkers
Props and explosions Physics props, model props, explosions
Text, lights and effects Text, switchable lights, sound, particles

Reading the entries

  • Arguments in brackets are what an input accepts or an output passes along.
  • Every entity with I/O has a targetname key, except logic_auto.
  • A missing key uses the default listed.
  • Distances are in map units, 32 per meter. Speeds are in meters per second, and omni_range, spot_range and max_distance are in meters.
  • The lists are what the editor's pickers offer. Any method on the script works as an input at runtime.

The definitions live in crates/gt_formats/src/builtin_entities.json. The Godot copies in addons/func_godot/fgd/godottrench are generated from it.

Not in the library

Worldspawn and the plain FuncGodot classes func_geo, func_detail, func_detail_illusionary and func_illusionary come from FuncGodot's base definitions. Worldspawn holds the sun, ambient light, sky, fog and streaming settings, and the Inspector shows it when nothing is selected.

info_player_start and trigger_area are known to the editor, but the addon does not define them, only the demo project does. Add definitions for them in your own project, or they build as plain nodes and the build logs "No entity definition found".

The player is not an entity. The library expects it in the player group, on collision layer 1 where triggers look, with a take_damage(amount, source) method. godot/demo/player.gd is a complete example.

results matching ""

    No results matching ""