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Objects

Common features that can be used for all objects in GDevelop. Read more explanations about it.

Actions

Pick a random object
Pick one object from all the specified objects. When an object is picked, the next conditions and actions of this event work only on that object.

Pick all instances
Pick all instances of the specified object(s). When you pick all instances, the next conditions and actions of this event work on all of them.

Create an object
Create an object at specified position

Create an object from its name
Among the objects of the specified group, this action will create the object with the specified name.

Apply movement to all objects
Moves all objects according to the forces they have. GDevelop calls this action at the end of the events by default.

Conditions

Pick a random object
Pick one object from all the specified objects. When an object is picked, the next conditions and actions of this event work only on that object.

Pick all objects
Pick all the specified objects. When you pick all objects, the next conditions and actions of this event work on all of them.

Collision
Test the collision between two objects using their collision masks.

Distance between two objects
Compare the distance between two objects.
If condition is inverted, only objects that have a distance greater than specified to any other object will be picked.

An object is turned toward another
Check if an object is turned toward another

Pick nearest object
Pick the object of this type that is nearest to the specified position. If the condition is inverted, the object farthest from the specified position is picked instead.

Number of object instances currently picked
Compare the number of instances picked by the previous conditions (or actions).

Raycast
Sends a ray from the given source position and angle, intersecting the closest object.
The intersected object will become the only one taken into account. If the condition is inverted, the object to be intersected will be the farthest one within the ray radius.

Raycast to position
Sends a ray from the given source position to the final point, intersecting the closest object.
The intersected object will become the only one taken into account. If the condition is inverted, the object to be intersected will be the farthest one within the ray radius.

Number of object instances on the scene
Compare the number of instances of the specified objects living on the scene.

An object is moving toward another (using forces)
Check if an object moves toward another.
The first object must move.

The cursor/touch is on an object
Test if the cursor is over an object, or if the object is being touched.

Expressions

Expression Description
PickedInstancesCount(objectListOrEmptyWithoutPicking) Return the number of instances picked by the previous conditions (or actions).
objectListOrEmptyWithoutPicking Object
SceneInstancesCount(objectListOrEmptyWithoutPicking) Return the number of instances of the specified objects living on the scene.
objectListOrEmptyWithoutPicking Object

Object actions

De/activate a behavior
De/activate the behavior for the object.

Add a force (angle)
Add a force to an object. The object will move according to all of the forces it has. This action creates the force using the specified angle and length.

Add a force to move toward an object
Add a force to an object to make it move toward another.

Add a force to move toward a position
Add a force to an object to make it move toward a position.

Add a force
Add a force to an object. The object will move according to all of the forces it has.

Stop the object
Stop the object by deleting all of its forces.

Hide
Hide the specified object.

Layer
Move the object to a different layer.

Z order
Modify the Z-order of an object

Delete the object
Delete the specified object.

Put the object around another
Position an object around another, with the specified angle and distance. The center of the objects are used for positioning them.

Put around a position
Position the center of the given object around a position, using the specified angle and distance.

X position
Change the X position of an object.

Position
Change the position of an object.

Y position
Change the Y position of an object.

Change number variable
Modify the number value of an object variable.

Change text variable
Modify the text of an object variable.

Show
Show the specified object.

Clear children
Remove all the children from the object array or structure variable.

Add existing variable
Adds an existing variable to the end of an object array variable.

Add boolean variable
Adds a boolean to the end of an object array variable.

Add number variable
Adds a number to the end of an object array variable.

Add text variable
Adds a text (string) to the end of an object array variable.

Remove variable by index
Removes a variable at the specified index of an object array variable.

Remove a child
Remove a child from an object structure variable.

Pause an object timer
Pause an object timer.

Delete an object timer
Delete an object timer from memory.

Start (or reset) an object timer
Reset the specified object timer, if the timer doesn't exist it's created and started.

Rotate
Rotate an object, clockwise if the speed is positive, counterclockwise otherwise.

Rotate toward angle
Rotate an object towards an angle with the specified speed.

Rotate toward position
Rotate an object towards a position, with the specified speed.

Separate objects
Move an object away from another using their collision masks.
Be sure to call this action on a reasonable number of objects to avoid slowing down the game.

Angle
Change the angle of rotation of an object (in degrees).

Center position
Change the position of an object, using its center.

Center X position
Change the X position of the center of rotation.

Center Y position
Change the Y position of the center of rotation.

Include in parent collision mask
Include or exclude a child from its parent collision mask.

Change boolean variable
Modify the boolean value of an object variable.

Toggle boolean variable
Toggles the boolean value of an object variable.
If it was true, it will become false, and if it was false it will become true.

Unpause an object timer
Unpause an object timer.

Object conditions

Angle
Compare the angle of the specified object.

Angle of movement (using forces)
Compare the angle of movement of an object according to the forces applied on it.

Object is stopped (no forces applied on it)
Check if an object is not moving

Behavior activated
Check if the behavior is activated for the object.

Bounding box bottom position
Compare the bounding box (the area encapsulating the object) bottom position.

Bounding box center X position
Compare the bounding box (the area encapsulating the object) center X position.

Bounding box center Y position
Compare the bounding box (the area encapsulating the object) center Y position.

Bounding box left position
Compare the bounding box (the area encapsulating the object) left position.

Bounding box right position
Compare the bounding box (the area encapsulating the object) right position.

Bounding box top position
Compare the bounding box (the area encapsulating the object) top position.

Center X position
Compare the X position of the center of rotation.

Center Y position
Compare the Y position of the center of rotation.

Point inside object
Test if a point is inside the object collision masks.

Value of an object timer
Compare the elapsed time of an object timer. This condition doesn't start the timer.

Current layer
Check if the object is on the specified layer.

Object timer paused
Test if specified object timer is paused.

Boolean variable
Compare the boolean value of an object variable.

Number of children
Compare the number of children in an object array variable.

Child existence
Check if the specified child of the object structure variable exists.

Z-order
Compare the Z-order of the specified object.

X position
Compare the X position of the object.

Y position
Compare the Y position of an object.

Number variable
Compare the number value of an object variable.

Text variable
Compare the text of an object variable.

Visibility
Check if an object is visible.

Speed (from forces)
Compare the overall speed of an object

Object expressions

Expression Description
Object.Angle() Current angle, in degrees, of the object
Object.AngleToObject(object) Compute the angle between two objects (in degrees). If you need the angle to an arbitrary position, use AngleToPosition.
object Object
Object.AngleToPosition(number, number) Compute the angle between the object center and a "target" position (in degrees). If you need the angle between two objects, use AngleToObject.
number Target X position
number Target Y position
Object.ArrayVariableFirstNumber(objectvar) Get the value of the first element of an object array variable, if it is a number variable.
objectvar Array variable
Object.ArrayVariableFirstString(objectvar) Get the value of the first element of an object array variable, if it is a text (string) variable.
objectvar Array variable
Object.ArrayVariableLastNumber(objectvar) Get the value of the last element of an object array variable, if it is a number variable.
objectvar Array variable
Object.ArrayVariableLastString(objectvar) Get the value of the last element of an object array variable, if it is a text (string) variable.
objectvar Array variable
Object.BoundingBoxBottom() Return the bounding box (the area encapsulating the object) bottom position.
Object.BoundingBoxCenterX() Return the bounding box (the area encapsulating the object) center X position.
Object.BoundingBoxCenterY() Return the bounding box (the area encapsulating the object) center Y position.
Object.BoundingBoxLeft() Return the bounding box (the area encapsulating the object) left position.
Object.BoundingBoxRight() Return the bounding box (the area encapsulating the object) right position.
Object.BoundingBoxTop() Return the bounding box (the area encapsulating the object) top position.
Object.CenterX() Return the X position of the center of rotation.
Object.CenterY() Return the Y position of the center of rotation.
Object.Distance(object) Distance between two objects
object Object
Object.DistanceToPosition(number, number) Distance between an object and a position
number Target X position
number Target Y position
Object.ForceAngle() Angle of the sum of forces (in degrees)
Object.ForceLength() Length of the sum of forces
Object.ForceX() X coordinate of the sum of forces
Object.ForceY() Y coordinate of the sum of forces
Object.Height() Height of the object
Object.Layer() Return the name of the layer the object is on
Object.ObjectName() Return the name of the object
Object.ObjectTimerElapsedTime(identifier) Value of an object timer
identifier Timer's name
Object.SqDistance(object) Square distance between two objects
object Object
Object.SqDistanceToPosition(number, number) Square distance between an object and a position
number Target X position
number Target Y position
Object.Variable(objectvar) Number value of an object variable
objectvar Variable
Object.VariableChildCount(objectvar) Number of children in an object array or structure variable
objectvar Array or structure variable
Object.VariableString(objectvar) Text of an object variable
objectvar Variable
Object.Width() Width of the object
Object.X() X position of the object
Object.XFromAngleAndDistance(number, number) Compute the X position when given an angle and distance relative to the starting object. This is also known as getting the cartesian coordinates of a 2D vector, using its polar coordinates.
number Angle, in degrees
number Distance
Object.Y() Y position of the object
Object.YFromAngleAndDistance(number, number) Compute the Y position when given an angle and distance relative to the starting object. This is also known as getting the cartesian coordinates of a 2D vector, using its polar coordinates.
number Angle, in degrees
number Distance
Object.ZOrder() Z-order of an object

This page is an auto-generated reference page about the Objects feature of GDevelop, the open-source, cross-platform game engine designed for everyone. Learn more about all GDevelop features here.