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
targetnamekey, exceptlogic_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_rangeandmax_distanceare 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.