Doc:2.6/Manual/Game Engine/Logic/Actuators
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Actuators
Actuators perform actions, such as move, create objects, play a sound. The actuators initiate their functions when they get a positive pulse from one (or more) of their controllers.
The logic blocks for all types of actuator may be constructed and changed using the Logic Editor; details of this process are given in the Actuator Editing page.
The following types of actuator are currently available:
Action | Handles armature actions. This is only visible if an armature is selected. |
Camera | Has options to follow objects smoothly, primarily for camera objects, but any object can use this. |
Constraint | Constraints are used to limit object’s locations, distance, or rotation. These are useful for controlling the physics of the object in game. |
Edit Object | Edits the object’s mesh, adds objects, or destroys them. It can also change the mesh of an object (and soon also recreate the collision mesh). |
Filter 2D | Filters for special effects like sepia colours or blur. |
Game | Handles the entire game and can do things as restart, quit, load, and save. |
Message | Sends messages, which can be received by other objects to activate them. |
Motion | Sets object into motion and/or rotation. There are different options, from “teleporting” to physically push rotate objects. |
Parent | Can set a parent to the object, or unparent it. |
Property | Manipulates the object’s properties, like assigning, adding, or copying. |
Random | Creates random values which can be stored in properties. |
Scene | Manage the scenes in your .blend file. These can be used as levels or for UI and background. |
Sound | Used to play sounds in the game. |
State | Changes states of the object. |
Steering | Provides pathfinding options for the object. |
Visibility | Changes visibility of the object. |