You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: automated_updates_data.json
+1Lines changed: 1 addition & 0 deletions
Original file line number
Diff line number
Diff line change
@@ -4,6 +4,7 @@
4
4
{ "date": "2026-02-16", "summary": "Enhanced 3D model documentation with animation controls, material types, origin/center points, and shadow configuration" },
{ "date": "2026-02-16", "summary": "Enhanced pathfinding documentation with grid offset properties, path smoothing, obstacle cost clarification, and activation behavior" },
7
+
{ "date": "2026-02-16", "summary": "Improved UI and visual object documentation: enhanced light, button, slider, text, panel sprite, and particle emitter pages with detailed properties and usage tips" }
7
8
{ "date": "2026-02-16", "summary": "Enhanced tween behavior documentation with scale center options, color modes, exponential interpolation, and effect properties" }
Copy file name to clipboardExpand all lines: docs/gdevelop5/objects/button/index.md
+17-1Lines changed: 17 additions & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -36,4 +36,20 @@ Button clicks/taps can be checked with a condition in events:
36
36
37
37

38
38
39
-
Other conditions can be used to check the button state. For instance, it allows to apply [an effect](/gdevelop5/objects/effects) to make a button appear brighter when it's pressed.
39
+
Other conditions can be used to check the button state. For instance, it allows to apply [an effect](/gdevelop5/objects/effects) to make a button appear brighter when it's pressed.
40
+
41
+
### Button states
42
+
43
+
Buttons have three distinct states that determine which image is displayed:
44
+
45
+
-**Idle**: The default state when the button is not being interacted with
46
+
-**Hovered**: When the mouse cursor is over the button (on desktop/web) or when a touch is held on the button (on mobile)
47
+
-**Pressed**: When the button is actively being clicked or tapped
48
+
49
+
You can check these states in events to create visual feedback or trigger different behaviors.
50
+
51
+
### Tips for button design
52
+
53
+
- Use consistent button sizes across your UI for a professional look
54
+
- Make sure button images have enough contrast so text on them is readable
55
+
- Add sound effects when buttons are clicked to improve user experience
Copy file name to clipboardExpand all lines: docs/gdevelop5/objects/light/index.md
+20-9Lines changed: 20 additions & 9 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -3,25 +3,36 @@ title: Light
3
3
---
4
4
# Light
5
5
6
-
Light objects simulate light sources in 2D and cast shadows on other objects.
6
+
Light objects simulate light sources in 2D and cast shadows on other objects. They create atmospheric and realistic lighting effects by simulating how light spreads and is blocked by obstacles.
7
+
7
8
Light objects can be customized with several properties:
8
9
9
-
- a light color
10
-
- a light radius
11
-
- a texture to give a shape to the light
10
+
-**Light color**: Set the color of the light using RGB values (for example, warm orange for fire, cool blue for moonlight)
11
+
-**Light radius**: Control how far the light spreads from its source (in pixels)
12
+
-**Light texture**: An optional image to give a specific shape to the light (such as a cone for flashlights or spotlights)
13
+
-**Debug mode**: An advanced option that displays the lines used to render the light, useful for understanding the rendering
12
14
13
15
## How does it work?
14
16
15
-
By default, light rays are cast from light objects and are blocked by other objects edges using the Light Obstacle behavior.
17
+
By default, light rays are cast from light objects and are blocked by other object edges using the **Light Obstacle behavior**.
16
18
17
-
Light rays will take into account the custom collisions masks on the objects with the Light Obstacle behavior.
19
+
To make an object block light:
18
20
19
-
### Using the light texture
21
+
1. Select the object that should cast a shadow
22
+
2. Add the "Light Obstacle Behavior" to it
23
+
3. The light will now be stopped by this object's edges
24
+
25
+
Light rays will take into account the custom collision masks on objects with the Light Obstacle behavior. This means you can control exactly which parts of an object block the light by editing its collision mask.
20
26
21
-
The light texture property allows to create a custom shape for the light.
27
+
!!! note
28
+
29
+
Light objects only work in 2D games. They do not affect 3D objects. For 3D lighting, use the built-in 3D lighting features.
30
+
31
+
### Using the light texture
22
32
33
+
The light texture property allows you to create a custom shape for the light. Without a texture, light is rendered as a circular gradient that fades from bright at the center to dark at the edges.
23
34
24
-
For instance, a flashlight effect can be achieved by using a cone-shaped texture.
35
+
By providing a texture image, you can control the shape and pattern of the light. For instance, a flashlight effect can be achieved by using a cone-shaped texture.
25
36
26
37
|||
Copy file name to clipboardExpand all lines: docs/gdevelop5/objects/panel_sprite/index.md
+16-1Lines changed: 16 additions & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -3,7 +3,7 @@ title: Panel Sprite ("9 patch")
3
3
---
4
4
# Panel Sprite ("9 patch")
5
5
6
-
Panel sprite is an [object](/gdevelop5/objects) where its image is split into 9 pieces or slices and each slice is scaled separately. This can be helpful where you would need the object to keep it's proportions even after it is scaled. It can be useful for making the frames of a menu interface, as tiles (land, water, etc..) in top down games, as platforms in platformer games, used in health bars, etc.
6
+
Panel sprite is an [object](/gdevelop5/objects) where its image is split into 9 pieces or slices and each slice is scaled separately. This can be helpful where you would need the object to keep its proportions even after it is scaled. It can be useful for making the frames of a menu interface, as tiles (land, water, etc.) in top down games, as platforms in platformer games, used in health bars, dialog boxes, and more.
7
7
8
8
!!! note
9
9
@@ -43,6 +43,21 @@ If "repeat borders and center texture" is enabled, segments 2, 4, 5, 6, 8 will b
43
43
44
44

45
45
46
+
### When to use Panel Sprite vs other objects
47
+
48
+
Panel Sprite is ideal when you need:
49
+
50
+
-**UI elements** that can resize without distortion (buttons, panels, frames)
51
+
-**Borders and decorative frames** that must maintain corner detail
52
+
-**Dialog boxes** that adjust to fit varying amounts of text
53
+
-**Scalable platforms** in platformer games that keep edge details intact
54
+
55
+
For other use cases:
56
+
57
+
- Use regular [Sprite](/gdevelop5/objects/sprite) objects when you don't need to resize, or stretching is acceptable
58
+
- Use [Tiled Sprite](/gdevelop5/objects/tiled_sprite) objects when you need a pattern that repeats uniformly in all directions
59
+
- Panel Sprites work well as components in [custom objects](/gdevelop5/objects/custom-objects-prefab-template) for reusable UI elements
60
+
46
61
## Reference
47
62
48
63
All actions, conditions and expressions are listed in [the panel sprite (9-patch) object reference page](/gdevelop5/all-features/panel-sprite-object/reference/).
Copy file name to clipboardExpand all lines: docs/gdevelop5/objects/particles_emitter/index.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -59,4 +59,4 @@ You can also change the maximum number of particles rendered by the object on th
59
59
## Reference
60
60
61
61
All actions, conditions and expressions for the 2D particle emitter are listed in [this reference page](/gdevelop5/all-features/particle-system/reference/).
62
-
All actions, conditions and expressions for the 23 particle emitter are listed in [this reference page](/gdevelop5/extensions/particle-emitter3d).
62
+
All actions, conditions and expressions for the 3D particle emitter are listed in [this reference page](/gdevelop5/extensions/particle-emitter3d).
Copy file name to clipboardExpand all lines: docs/gdevelop5/objects/slider/index.md
+23-2Lines changed: 23 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -41,8 +41,29 @@ When a slider is added into the scene, it takes the default size set for the sli
41
41
42
42
A slider would be useless if the game can't react when its value is changed.
43
43
44
-
Slider values can be read with the `Value()` expression. It's can be used to store this as a variable or use it to change a property of an object.
44
+
Slider values can be read with the `Value()` expression. It can be used to store this as a variable or use it to change a property of an object.
45
45
46
46

47
47
48
-
Sliders and toggle switches can be useful to make a settings panel. As the settings panel and the game may be in different scene, the value can be stored in a global variable to use it in other game scenes.
48
+
### Using slider values in your game
49
+
50
+
Here are some common ways to use slider values:
51
+
52
+
-**Volume control**: Use the slider value to set the volume of music or sound effects (typically 0-100)
53
+
-**Difficulty settings**: Allow players to adjust game difficulty with a slider
54
+
-**Graphics settings**: Control visual quality, brightness, or other rendering options
55
+
-**Gameplay parameters**: Adjust speed, power, or other in-game values
56
+
57
+
### Saving slider settings
58
+
59
+
Sliders and toggle switches are useful for creating settings panels. Since the settings panel and the game may be in different scenes, store the value in a global variable to use it across all game scenes.
60
+
61
+
You can also use the [Storage feature](/gdevelop5/all-features/storage) to save slider values between game sessions, so player preferences persist even after closing the game.
62
+
63
+
### Slider range and step
64
+
65
+
When creating a slider, you can configure:
66
+
67
+
-**Minimum value**: The lowest value the slider can represent
68
+
-**Maximum value**: The highest value the slider can represent
69
+
-**Step size**: How much the value changes as the thumb moves (for example, a step of 1 means whole numbers only)
Copy file name to clipboardExpand all lines: docs/gdevelop5/objects/text/index.md
+18-10Lines changed: 18 additions & 10 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -25,7 +25,7 @@ The color of the text can be changed by clicking on the palette color square, lo
25
25
26
26
### Font and text style
27
27
28
-
You can choose from bold and italic, as well as choosing a custom font for the text. A custom font will require a font file, for which the file format must be TTF or OFT.
28
+
You can choose from bold and italic, as well as choosing a custom font for the text. A custom font will require a font file, for which the file format must be TTF or OTF.
29
29

30
30
31
31
### Additional effects
@@ -52,14 +52,22 @@ You can choose from bold and italic, as well as choosing a custom font for the t
52
52
53
53
Using events, you can modify all properties of the text object, such as:
54
54
55
-
* Text Displayed
56
-
* Bold
57
-
* Italic
58
-
* Padding
59
-
* Alignment
60
-
* Wrapping
61
-
* Wrapping Width
62
-
* Font Size
55
+
***Text Displayed**: Change the actual text content
56
+
***Bold**: Make text bold or remove bold styling
57
+
***Italic**: Make text italic or remove italic styling
58
+
***Padding**: Add space around the text (useful when using backgrounds or borders)
59
+
***Alignment**: Align text to left, center, or right
60
+
***Wrapping**: Enable or disable automatic line wrapping
61
+
***Wrapping Width**: Set the maximum width before text wraps to a new line
62
+
***Font Size**: Change the size of the text dynamically
63
+
64
+
### Text object performance
65
+
66
+
Text objects are efficient for displaying text, but keep these performance tips in mind:
67
+
68
+
- Avoid changing text content every frame if the text doesn't actually change
69
+
- When displaying many numbers that update frequently (like scores), consider using [Bitmap Text](/gdevelop5/objects/bitmap_text) objects for better performance
70
+
- For styled text with multiple colors or fonts in one block, consider using [BBText](/gdevelop5/objects/bbtext) objects
63
71
64
72
## Examples
65
73
@@ -82,4 +90,4 @@ Typewriter effect from extension
82
90
83
91
## Reference
84
92
85
-
All actions, conditions and expressions are listed in [the text object reference page](/gdevelop5/all-features/text-object/reference/).
93
+
All actions, conditions and expressions are listed in [the text object reference page](/gdevelop5/all-features/text-object/reference/).
0 commit comments