Documentation index for AI agents (llms.txt) A Markdown version of every page is available: request the page's source under /docs/, follow the "alternate" link in this page's head, or start from /llms.txt.
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Value types#

Every Signal has a type, and its field only offers sources that produce that type. A field asking for a number doesn't offer you a color, so you can choose among sources compatible with the operation.

The types#

Choose a type according to the value the operation needs:

Type Holds Typical use
Number A floating-point value Amounts, distances, speeds, timers, counters
String Text Names, tags, messages, identifiers
Bool true or false Flags and switches
Vector2 Two components 2D positions, screen coordinates, sizes
Vector3 Three components World positions, directions, scales
Quaternion A rotation Orientations
Color An RGBA color Tinting, fading, highlighting
Game Object A scene object Selecting objects to read or change. See Game Objects
Sprite A sprite asset 2D art and UI images
Texture A texture asset Materials and raw images
Material A material asset Swapping the look of a renderer
Animation Clip An animation asset Playing animations
Audio Resource An audio asset Playing sound
Scriptable Object A project asset Data assets, including your own
Scene A scene Loading and unloading. See Scenes
Variable A variable container Pointing at a variable rather than one of its values
Collection Many values Iterating. See Collections

An Integer variant rounds Number values for fields that need whole numbers, such as indices, counts, and profile numbers.

Number#

Number has the largest Signal catalog because it represents measurements, calculations, input axes, time, and counts:

Category Includes
Maths Add, subtract, multiply, divide, modulus, powers, roots, rounding, clamping, remapping, and interpolation.
Trigonometry Trigonometric functions, angle conversion, vector angles, and delta angles.
Random A value in a range or a random integer.
Vector components The X, Y, or Z component of a Vector2 or Vector3.
Color channels RGBA or hue, saturation, and value.
Distance Distance between two objects, Vector2 values, or Vector3 values.
Time Delta time, fixed delta time, unscaled variants, elapsed time, frame count, and time scale.
Screen Width, height, dots per inch (DPI), and aspect ratio.
Text Length, index, word count, occurrence count, or a parsed number.
Collections Count, sum, average, minimum, maximum, or a random entry.
Input Mouse, scroll, stick, trigger, touch, gamepad, and last-input values.
Constants π and positive or negative infinity.

Nested Signals combine calculations

You can combine existing Signals when one source doesn't provide the calculation you need. For half the distance to the player, divide a distance Signal by 2. For a random point along a line, use a random range as an interpolation's blend factor.

Vector2 and Vector3#

Vector Signals can construct a value from individual numbers or read a transform's position, rotation, scale, or direction. Other sources normalize vectors, calculate cross and dot products, rotate by a quaternion, interpolate, or convert between screen and world space.

Quaternion#

Quaternion Signals supply rotations from identity, Euler angles, a transform, or a look direction. You can also interpolate between rotations, combine them, or rotate toward a target.

Color#

Color Signals can read a constant or a renderer or UI element's current color. You can interpolate between two colors, construct a color from its channels, or use hue, saturation, and value.

String#

String sources include typed constants, variables, and a game object's name or tag. Operations cover concatenation, joining, substring extraction, case conversion, trimming, replacement, sanitization, and number formatting. Other sources generate a GUID or read the date a save profile was written.

Asset types#

For Sprite, Texture, Material, Animation Clip, Audio Resource, and Scriptable Object, you can choose a direct asset reference, a variable, or a component that holds the asset.

Use Scriptable Object for your own data assets, such as a weapon definition, spell, or difficulty preset. Designers can select those assets through the same dropdown.

Variable#

A Variable Signal resolves to a container: a Local Variable component or a Global Variable asset.

Use it to choose which variable to operate on, rather than which value to read. Instructions that clear a variable or rename an entry take one.

Where to go next#

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