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Placing and wiring

Placing entities

Open the Entities tab, it sits next to the Inspector on the right. Every class your project knows has a card there, grouped by category. Hover a card to see what it does.

The Entities panel with the func_door card hovered, its tooltip says brush entity, sliding door

Drag a card into any view to place it, or double click it to drop it at the 3D cursor. (Ctrl or Shift click picks several cards, drag them in together and they land in a row.)

The entity lands on the first solid surface under the pointer. Trigger volumes, brushes made only of tool textures and other entities are passed. While you drag, a cyan marker shows where it will land. A 2D view cannot show depth, so there the marker is labeled with the height (or depth) it lands at. In the Top view the roof of a room is in the way, so hold Alt while you drop and the entity passes the roof and lands on the floor inside. In the Front and Side views Alt passes the near wall and puts the entity halfway across the room.

Brush entities

Doors, buttons and triggers are brush entities, they take their shape from brushes you built.

  1. Build the shape, for example a thin box where the door goes, and select it.
  2. Right click in a view and pick a class under Create Brush Entity. Brush > Brush Entity has the same list.

The right click menu of a view with Create Brush Entity open and trigger_once hovered

The common ones have quicker routes:

Tool or menu What it makes
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
Volume tool (Shift+E) Drags out any trigger volume in one go, no brush needed first
Path tool (Shift+P) Click by click, a chain of path_corner entities that trains and walkers follow, Enter finishes

The Gameplay menu with Doors and Movers open: hinged doors, sliding doors and Lift, Moving Platform

The toolbar with the Volume tool hovered and its tooltip, Volume Tool (Shift+E)

Handles

Select a door, gate, platform, button, push trigger, spawner, explosion or physics prop and it shows handles in the views. Drag them to set its hinge, how far it opens or travels, its radius or its size, instead of typing numbers. A hinge angle snaps in 15 degree steps, hold Shift for single degrees.

Dragging the angle handle of a hinged door in the Top view, the label goes from 95° down to 30°

Wiring

A connection lives on the entity that fires it. Select that entity and look at Outputs at the bottom of the Inspector. + Add Output adds a connection, then you fill in output, target and input. What each field does is in How entity I/O works.

The Outputs section of the Inspector for a button: output pressed, target front_door, input open

To connect two entities quicker, select both and choose Gameplay > Logic > Link Two Selected Entities…. The Inspector also shows a Link… button while exactly two entities are selected.

The Gameplay menu with Logic open and Link Two Selected Entities… hovered

The Link Entities window shows the source on the left and the target on the right. Pick the output under When, the input under call, and press Link.

The Link Entities window: func_button on the left, light on the right, When pressed, call turn_on, and the Swap tooltip

Warning

The source is not always the entity you clicked first. Check the two names at the top, and press the Swap button between them if they are the wrong way round.

The Logic graph shows all the wiring at once and connects entities by dragging from pin to pin.

Checking wiring without Godot

Select an entity in the Logic graph, press Simulate and pick an output. The graph highlights every source.output → target.input step that would follow and lists them with their delays, so you can follow a long chain without building and running the game. Red marks a target that does not exist, usually a typo in a targetname. Blue marks a runtime target like !player or @enemies, which only exists in game and is not followed further.

Code for any entity

The Reference panel shows GDScript and C# for any entity class. It comes in handy when game code has to talk to a map entity, for example to open a door or listen for a button. Open it with View > Panels > Reference, with Help > Entity and Code Reference, or with Code Reference in the Inspector, which jumps straight to the selected entity's class.

The Reference panel with func_button picked: its properties, inputs and outputs, and the Use from GDScript code

Pick a class on the left, then a tab. Use from GDScript and Use from C# show how to call the entity, GDScript class, C# class and FGD .tres are skeletons for writing your own. Copy puts the code on the clipboard. On the skeleton tabs Create in project writes the file under res://entities/, and leaves a file that already exists alone.