Placing and wiring
Placing entities
Drag a point entity from the Entities panel into a view, or double click its card to place it at the cursor. Ctrl or Shift click selects several cards, and dragging them drops them all in a row.
Doors, buttons and triggers are brush entities. Select the brushes, then pick a class from Create Brush Entity in the view's right click menu or from Brush > Brush Entity. These shortcuts build the common ones for you:
| Tool or menu | Makes |
|---|---|
| Volume tool (Shift+E) | Drags out any trigger volume in one go |
| Path tool (Shift+P) | Clicks down a chain of path_corner entities for trains and walkers |
| Gameplay > Doors and Movers | A hinged or sliding door with its trigger, or a lift, from the selected brushes |
| Gameplay > Triggers | A trigger volume sized around the selection |
A selected door, platform, button, push trigger, spawner or explosion shows draggable handles for its hinge, travel or radius.
Wiring
Outputs are set in the Inspector. To connect two entities, select both and use Gameplay > Logic > Link Two Selected Entities....
Warning: The Link dialog does not take the entity you clicked first as the source. Check the direction and press ⇄ to swap it if needed.
Checking wiring without Godot
Open the Logic panel (View > Panels), pick a named entity and one of its outputs, and press Fire. It lists
every source.output → target.input step that would follow, with delays.
| Colour | Meaning |
|---|---|
| Red | The target does not exist |
| Blue | A runtime target like !player or @enemies, not followed further |
Code for any entity
The Reference panel (View > Panels) shows GDScript and C# snippets for using an entity class from code, a class
skeleton for writing your own and its FGD resource. Create in project writes the file into res://entities/.