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@@ -61,6 +61,8 @@ node with code (Script, Behaviour, a module's node) opens that code — see
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|[**Controller Buzz**](nodes/hapticpulse.md)| Buzzes the VR controllers with a named pattern (tap, bump, success...) when a pulse arrives - only in Interact or Play, never while editing. |
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|[**Game Music**](nodes/gamemusic.md)| Plays a looping built-in music preset while you are in Interact or Play - always, or only during a round; wire 'on' to switch it by a condition. |
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|[**Game Setting**](nodes/gamesetting.md)| Declares one row in the game's Settings (a toggle, a range or a choice) and outputs this player's value - saved on this device for this game, never shared. |
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|[**Grabbable**](nodes/grabbable.md)| Lets players carry the connected object without a physics simulation; on letting go it stays or glides back home. |
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|[**Sit Spot**](nodes/sitspot.md)| Makes the connected object a seat: click it to sit on it facing its front, move to stand up. |
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|[**Point Grab**](nodes/pointgrab.md)| While 'enabled' reads off, players cannot pick objects up by pointing at them (the VR grip ray, the desktop carry); a hand touching an object still moves it. |
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|[**On Clap**](nodes/onclap.md)| Fires a pulse when a VR player brings both hands together and holds them - with where they met (point) and whether it was you (byMe); wire 'enabled' to a setting to switch it. |
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|[**Game Time**](nodes/gametime.md)| Seconds since the game (or the round) started, the same on every peer - a clock that pauses with the game. |
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|[**Rotate / Motor**](nodes/rotor.md)| Turns the connected object about its own local axis (and its origin, so a wheel turns on its hub) at a set rpm with a spin-up. Paddles and scoops it turns carry water from Fluid emitters. On a dynamic physics body during a simulation it becomes a real motor: torque-limited, so a load slows it. |
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|[**Float Along Flow**](nodes/flowfloat.md)| Carries the connected object along a Flow path - a leaf, a toy boat - from where you placed it, at the path's speed, bobbing and turning with the current, looping at the end. Uses the nearest Flow path unless one is wired. |
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|[**Bounce**](nodes/bounce.md)| Bounces the connected object up and down off its resting height, like a dribbled ball. |
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|[**Oscillate / Swing**](nodes/oscillate.md)| Swings or bobs the connected object back and forth on one axis about its origin or a face - a hanging sign, a pendulum, a struck bell that dies away. |
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|[**Move To**](nodes/moveto.md)| Moves the connected object to a point and back with easing - a lift, a sliding door, a drawer - on a pulse, a toggle, a boolean or a number. |
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|[**Rotate To**](nodes/rotateto.md)| Turns the connected object to an angle and back about a face - a door on its hinge, a lid, a lever. |
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|[**Scale To**](nodes/scaleto.md)| Grows or shrinks the connected object to a size and back - a pop-up, a growing plant. |
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|[**Orbit**](nodes/orbit.md)| Circles the connected object around its resting position on the horizontal plane. |
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|[**Path patrol**](nodes/pathpatrol.md)| Walks the connected object along a series of waypoints you click into the scene, facing along the path. |
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|[**Follow Path**](nodes/followpath.md)| Moves the connected object along a smooth path - a drawn Spline, a Flow path or its own waypoints - at a speed, looping, ping-ponging or once, facing along it and leaning into the turns. An offset spreads several riders out along one path. |
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|[**Wander**](nodes/wander.md)| Drifts the connected object around a smooth, never-repeating target inside an area object (a water volume, a room) or a box around where it was placed - fish, birds, fireflies, idle drones. |
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|[**Ambient Animal**](nodes/ambientanimal.md)| Makes the connected object live: it wanders, rests, looks at the nearest player and can shy away; animated models play idle / walk / run. |
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|[**Orient to Velocity**](nodes/orientvelocity.md)| Turns the connected object to face the way it is moving, smoothly, leaning into turns - put it after Wander, Orbit or any mover so it looks where it goes. |
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|[**Body Wave**](nodes/bodywave.md)| Bends the connected object with a wave travelling along its body - a swimming fish, a snake, a flag, a tail - stronger and faster the faster it moves, curving into turns. A shader effect: physics and picking keep the rest pose. |
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|[**Wind Sway**](nodes/windsway.md)| Bends the connected object in gusts of wind - plants from their roots, a flag from its pole. A shader effect that adds to the others. |
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|[**Flowing Water**](nodes/waterflow.md)| Makes the connected surface flow - scrolling ripples and a gentle swell. Pair it with the Water material preset. |
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|[**Animation Finished**](nodes/animfinished.md)| Fires a pulse when the connected object's animation clip reaches its end. |
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|[**Animation Marker**](nodes/animmarker.md)| Fires a pulse when the connected object's animation passes a named marker. |
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|[**Animation State**](nodes/animstate.md)| Reads the connected object's animation transport as a number - playing, position or progress. |
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|[**Pulse**](nodes/pulse.md)| Throbs the connected object's scale in and out around its resting size. |
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|[**Blink**](nodes/blink.md)| Flashes the connected object on and off at a steady rate. |
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|[**Light Switch**](nodes/lightswitch.md)| Switches the lights in the connected object on and off with a fade, glowing parts too - a lamp you click. |
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|[**Light Intensity**](nodes/lightintensity.md)| Fades the lights in the connected object to a level - a dimmer. |
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|[**Light Colour Cycle**](nodes/lightcycle.md)| Walks the light's colour round the wheel or through a list - a disco light, a beacon. |
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|[**Highlight**](nodes/highlight.md)| Makes the connected object glow while you point at it (VR laser, Play crosshair) or while a boolean is true. |
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|[**Press Button**](nodes/pressbutton.md)| Pushes the connected object in and springs it back on each pulse - a button, a key, a pressure plate. |
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|[**Sound**](nodes/sound.md)| Plays an Explorer audio clip on the connected object when a pulse arrives - spatial, replicated, by content hash. |
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|[**Particles**](nodes/particle.md)| Emits a particle effect from the connected object - a preset burst, a stream, a trail. |
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|[**Jiggle**](nodes/jiggle.md)| Makes the connected object jiggle - it lags behind when moved, wobbles like jelly on impact and sways in the wind; skinned models swing their bone chains. |
Makes the connected object live: it wanders inside a box or an **area** object, stops to rest, turns to look at the nearest player while it rests, and — if you want — shies away from a player who comes close. Animated models play their idle, walk and run clips on their own.
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*Since 1.64.*
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**Output:** effect (wire into an [Object Selector](objectselector.md), or leave it in an object's own flow)
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## Inputs
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| Handle | Type | Meaning |
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|---|---|---|
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| area | object | stay inside this object (a pen, a tank). Unwired: a box of `rx` × `ry` × `rz` around where it was placed |
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## Parameters
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| Parameter | Default | Range |
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|---|---|---|
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| speed | 0.3 | 0 – 3, how fast it wanders |
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| rest | 0.35 | 0 – 0.9, the share of time it stands still (0 = never rests) |
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| restTime | 3 | seconds per rest |
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| lookRadius | 4 | metres: while resting it looks at a player this close (0 = never) |
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| fleeRadius | 0 | metres: it shies away from a player this close (0 = tame) |
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| fleeDistance | 2 | metres it moves away |
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| rx, ry, rz | 3, 0.3, 3 | the box when no area is wired |
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| seed | 0 | 0 = from the object, so a herd does not move in step |
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| turnSpeed | 4 | how quickly it turns |
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| forward | +z | which way the model faces |
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| ground | on | walk on the floor (off: fish, birds) |
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| clips | on | play its idle / walk / run clips (see [Characters & Motion](../characters-and-motion.md)) |
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Where it walks and when it rests come from the shared clock, so every player sees the same animal in the same place.
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## Practical example
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A cat in the living room: give the cat model an **Ambient Animal**, rx 3, rz 2, rest 0.6, restTime 5, lookRadius 3. It strolls, sits, and watches you when you come near.
Lets players pick the connected object up and carry it **without a physics simulation** — a mug, a tool, a book. On letting go it stays where it was put, or glides back to where it was taken from.
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*Since 1.64.*
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**Output:** none — a declaration (wire it into an [Object Selector](objectselector.md), or leave it in the object's own flow)
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## Parameters
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| Parameter | Default | Range |
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|---|---|---|
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| release | stay | stay (where you put it down) or return (glides home) |
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| returnAfter | 1 | seconds before it glides home |
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| returnTime | 0.6 | seconds the glide takes |
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In Play, aim the crosshair at it and press; the wheel moves it nearer or further. In VR (Interact), squeeze the grip
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on it. Everyone sees it carried, and **return** works the same from either: let go and it glides back. Catch it on its
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way back and it still goes home to the first spot. A dynamic physics body in a running simulation is still carried by
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the physics as before.
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## Practical example
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A tool on a hook that always goes back: **Grabbable**, release return, returnAfter 2.
Makes the connected object glow while **you** point at it — the VR laser or the Play crosshair — or while a boolean wired into **on** is true. Each player sees what they point at; nothing is sent.
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*Since 1.64.*
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**Output:** effect (wire into an [Object Selector](objectselector.md), or leave it in an object's own flow)
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## Inputs
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| Handle | Type | Meaning |
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|---|---|---|
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| on | boolean | glow while true. Unwired: while you point at it |
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## Parameters
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| Parameter | Default | Range |
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|---|---|---|
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| color | #ffd54a | the glow's colour |
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| strength | 0.6 | 0 – 3, how bright |
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| fade | 0.15 | seconds to light up and go out |
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Works on materials that can glow (standard, physical, lambert, phong). The object's own glow comes back exactly, and a
Walks the colour of the lights in the connected object round the colour wheel, or through a list of colours — a disco light, a warning beacon, a mood lamp.
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*Since 1.64.*
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**Output:** effect (wire into an [Object Selector](objectselector.md), or leave it in an object's own flow)
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## Parameters
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| Parameter | Default | Range |
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|---|---|---|
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| mode | rainbow | rainbow (the whole wheel) or list |
Fades the lights in the connected object to a level — a dimmer, a sunrise, lights that dim when the film starts. Level 1 is the light's own brightness.
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*Since 1.64.*
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**Output:** effect (wire into an [Object Selector](objectselector.md), or leave it in an object's own flow)
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## Inputs
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| Handle | Type | Meaning |
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|---|---|---|
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| level | number | wire a Slider, a Map Range or a variable to drive it |
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| fade | number | seconds |
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## Parameters
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| Parameter | Default | Range |
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|---|---|---|
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| level | 1 | 0 – 10, times the light's own intensity |
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| fade | 0.5 | 0 – 10 seconds each time the level changes |
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| glow | on | dim the glowing parts too |
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## Practical example
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A dimmer: wire a **Slider** (0 – 1) into **level**. Each change fades over half a second.
Switches the lights in the connected object on and off with a fade — a light object, or a lamp model with a light inside. With **glow** on its glowing parts (emissive materials) dim with it, so a bulb goes dark with its light.
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*Since 1.64.*
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**Output:** effect (wire into an [Object Selector](objectselector.md), or leave it in an object's own flow)
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## Inputs
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| Handle | Type | Meaning |
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|---|---|---|
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| trigger | event | switch on |
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| back | event | switch off |
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| toggle | event | flip it (On Click into here = a lamp you click) |
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| on | boolean | on while true — wire a Toggle, a Proximity, a variable |
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## Parameters
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| Parameter | Default | Range |
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|---|---|---|
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| on | on | the state before any pulse (on at start) |
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| fade | 0.3 | 0 – 5 seconds |
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| glow | on | dim the glowing parts too |
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The switch's pulses replicate, so every player's lamp is on or off together. A save always writes the light's own
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intensity — a scene saved with the lamp off still has a lamp — and an Inspector edit while it is switched off becomes
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the new brightness.
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## Practical example
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A desk lamp you click:
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1. Give the lamp model (with a Point light inside) an **On Click** wired into a **Light Switch**'s **toggle**.
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2. Press Play and click it: it fades out; click again and it comes back.
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