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 following types of actuator are currently available:
|Handles armature actions. This is only visible if an armature is selected.
|Has options to follow objects smoothly, primarily for camera objects, but any object can use this.
|Constraints are used to limit object’s locations, distance, or rotation. These are useful for controlling the physics of the object in game.
|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).
|Filters for special effects like sepia colours or blur.
|Handles the entire game and can do things as restart, quit, load, and save.
|Sends messages, which can be received by other objects to activate them.
|Sets object into motion and/or rotation. There are different options, from “teleporting” to physically push rotate objects.
|Can set a parent to the object, or unparent it.
|Manipulates the object’s properties, like assigning, adding, or copying.
|Creates random values which can be stored in properties.
|Manage the scenes in your .blend file. These can be used as levels or for UI and background.
|Used to play sounds in the game.
|Changes states of the object.
|Provides pathfinding options for the object.
|Changes visibility of the object.