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britzl committed Feb 6, 2025
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1 change: 1 addition & 0 deletions animation_basic_tween/example/basic_tween.md
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---
tags: animation
category: animation
title: Tween animation
brief: This example shows how to tween animate the position of a game object.
scripts: bunny.script
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1 change: 1 addition & 0 deletions animation_chained_tween/example/chained_tween.md
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---
tags: animation
category: animation
title: Tween animations chain
brief: This example shows how to chain two tween animations of the position of a game object. In addition, the scale and tint is animated separately.
scripts: bunny.script
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1 change: 1 addition & 0 deletions animation_cursor/example/cursor.md
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---
tags: animation
category: animation
title: Cursor animation
brief: This example shows how to set and animate the normalized cursor value.
scripts: cursor.script
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1 change: 1 addition & 0 deletions animation_easing/example/easing.md
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---
tags: animation
category: animation
title: Easing functions (tweens)
brief: This example demonstrates different easing functions available in Defold.
---
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1 change: 1 addition & 0 deletions animation_euler_rotation/example/euler_rotation.md
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---
tags: animation
category: animation
title: Euler Rotation
brief: This example shows how to animate the rotation of a game object using the euler game object property.
scripts: euler_rotation.script
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1 change: 1 addition & 0 deletions animation_flipbook/example/flipbook.md
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---
tags: animation
category: animation
title: Flipbook animation
brief: This example shows how to use a flipbook animation in a sprite
---
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1 change: 1 addition & 0 deletions animation_spine/example/spine.md
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---
tags: animation
category: animation
title: Spine animation
brief: This example shows Spine bone animation that blends when animation switches.
scripts: spine.script
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1 change: 1 addition & 0 deletions animation_spinner/example/spinner.md
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---
tags: animation
category: animation
title: Spinner animation
brief: This example shows how a game object is rotated in discrete steps, matching the graphics of the progress spinner.
scripts: spinner.script
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1 change: 1 addition & 0 deletions basics_message_passing/example/message_passing.md
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---
tags: basics
category: basics
title: Message passing
brief: This example shows how to communicate between two script components in two separate game objects.
scripts: bunny1.script,bunny2.script
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1 change: 1 addition & 0 deletions basics_parent_child/example/parent_child.md
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---
tags: basics
category: basics
title: Parent/child
brief: This example shows how to child a game object to a parent.
scripts: parent.script,child.script
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1 change: 1 addition & 0 deletions basics_z_order/example/z_order.md
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---
tags: basics
category: basics
title: Z-order
brief: This example shows how to put one sprite in front of another
scripts: z_order.script
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1 change: 1 addition & 0 deletions collection_proxy/example/proxy.md
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---
tags: collection
category: collection
title: Proxy
brief: This example shows how to use collection proxies to load and unload collections.
scripts: controller.script, menu.gui_script, level.script
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1 change: 1 addition & 0 deletions collection_splash/example/splash.md
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---
tags: collection
category: collection
title: Splash
brief: This example shows how to use collection proxies to show a splash screen while loading a game menu.
scripts: controller.script
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1 change: 1 addition & 0 deletions collection_timestep/example/timestep.md
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---
tags: collection
category: collection
title: Time-step
brief: This example shows how to speed up or slow down animations in a collection proxy by changing the time step of the collection proxy.
scripts: controller.script, game.script
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1 change: 1 addition & 0 deletions debug_physics/example/physics.md
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---
tags: debug
category: debug
title: Physics debug
brief: This example allows you to toggle physics debug visualization as well as changing the time step so the simulation runs at one tenth of the speed.
scripts: physics.script
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1 change: 1 addition & 0 deletions debug_profile/example/profile.md
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---
tags: debug
category: debug
title: Visual profiler
brief: This example shows the on-screen profiler. It displays useful runtime information.
scripts: profile.script
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1 change: 1 addition & 0 deletions factory_basic/example/basic.md
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---
tags: factory
category: factory
title: Spawn game object
brief: This example shows how to dynamically spawn game objects with a factory component.
scripts: bunny.script,carrot.script
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1 change: 1 addition & 0 deletions factory_bullets/example/bullets.md
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---
tags: factory
category: factory
title: Shoot bullets
brief: This example shows how to dynamically spawn bullet game objects using a factory component.
scripts: player.script
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1 change: 1 addition & 0 deletions factory_dynamic/example/dynamic.md
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---
tags: factory
category: factory
title: Dynamic factories
brief: This example shows how to change the prototype game object used by a factory component.
scripts: dynamic.script
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1 change: 1 addition & 0 deletions file_sys_save_load/example/sys_save_load.md
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---
tags: file
category: file
title: Save and Load
brief: This example shows how to save and load data using sys.save() and sys.load()
scripts: sys_save_load.script
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1 change: 1 addition & 0 deletions gui_button/example/button.md
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---
tags: gui
category: gui
title: Button
brief: A GUI box node with an image texture and a script to make it act as a button.
scripts: button.gui_script
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1 change: 1 addition & 0 deletions gui_color/example/color.md
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---
tags: gui
category: gui
title: GUI color
brief: This example shows how change the color of GUI nodes at run-time
scripts: color.gui_script
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1 change: 1 addition & 0 deletions gui_drag/example/drag.md
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---
tags: gui
category: gui
title: Drag
brief: This example shows how to drag a GUI box node.
scripts: drag.gui_script
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1 change: 1 addition & 0 deletions gui_get_set_font/example/get_set_font.md
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---
tags: gui
category: gui
title: Get and set a gui font resource
brief: This example shows how to get and set a font resource on a gui component.
scripts: get_set_font.script
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1 change: 1 addition & 0 deletions gui_get_set_material/example/get_set_material.md
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---
tags: gui
category: gui
title: Get and set a gui material resource
brief: This example shows how to get and set a material resource on a gui component.
scripts: get_set_material.script
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1 change: 1 addition & 0 deletions gui_get_set_texture/example/get_set_texture.md
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---
tags: gui
category: gui
title: Get and set a gui texture resource
brief: This example shows how to get and set a texture resource on a gui component.
scripts: get_set_texture.script
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1 change: 1 addition & 0 deletions gui_healthbar/example/healthbar.md
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---
tags: gui
category: gui
title: Health Bar
brief: This example demonstrates how to add different health bars.
scripts: healthbar.script, healthbar.gui_script
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1 change: 1 addition & 0 deletions gui_layouts/example/layouts.md
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---
tags: gui
category: gui
title: Layouts
brief: This example demonstrates the use of layouts.
scripts: layouts.gui_script
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1 change: 1 addition & 0 deletions gui_load_texture/example/load_texture.md
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---
tags: gui
category: gui
title: Load texture
brief: This example shows how to load and set a dynamic texture on a gui box node.
scripts: load_texture.gui_script
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1 change: 1 addition & 0 deletions gui_pointer_over/example/pointer_over.md
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---
tags: gui
category: gui
title: Pointer over
brief: A GUI box node with an image texture and a script that react when pointer over this node.
scripts: pointer_over.gui_script
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1 change: 1 addition & 0 deletions gui_progress/example/progress.md
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---
tags: gui
category: gui
title: GUI progress indicators
brief: This example shows how to create various types of progress indicators
scripts: progress.gui_script
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1 change: 1 addition & 0 deletions gui_slice9/example/slice9.md
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---
tags: gui
category: gui
title: Slice-9
brief: This example demonstrates slice-9 scaling gui box node.
scripts: slice9.gui_script
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1 change: 1 addition & 0 deletions gui_stencil/example/stencil.md
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---
tags: gui
category: gui
title: Stencil
brief: A GUI box node with "Clipping mode" set to "STENCIL". This makes it mask its child node (which is called "bunny").
scripts: stencil.gui_script
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1 change: 1 addition & 0 deletions input_down_duration/example/down_duration.md
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---
tags: input
category: input
title: Down duration
brief: Listens to input trigger "touch" and count mouse down duration in update method.
scripts: down_duration.script
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1 change: 1 addition & 0 deletions input_mouse_and_touch/example/mouse_and_touch.md
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---
tags: input
category: input
title: Mouse and touch events
brief: Shows how to read mouse/touch movement and mouse/touch button state.
scripts: mouse_and_touch.script
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1 change: 1 addition & 0 deletions input_move/example/move.md
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---
tags: input
category: input
title: 8 ways movement
brief: A very simple 8 ways movement setup with a single game object and a script that listens to input and updates the game object position accordingly.
scripts: move.script
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1 change: 1 addition & 0 deletions input_text/example/text.md
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---
tags: input
category: input
title: Text input
brief: Listens to text input trigger "type" and modifies the game object label with the bunny's speech according to input. A "backspace" key trigger has also been added.
scripts: text.script
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1 change: 1 addition & 0 deletions material_noise/example/noise.md
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---
tags: material
category: material
title: Noise shader
brief: This example shows how to use a noise function to generate clouds, smoke or similar effect using a shader.
scripts: noise.script, noise.fp
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1 change: 1 addition & 0 deletions material_screenspace/example/screenspace.md
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---
name: Screenspace (3D)
tags: material
category: material
title: Screenspace
brief: This example shows how to create a custom material with two textures that blend together to create a pattern effect using screen space coordinates.
scripts: screenspace.script, screenspace.vp, screenspace.fp
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1 change: 1 addition & 0 deletions material_unlit/example/unlit.md
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---
name: Unlit (3D)
tags: material
category: material
title: Unlit
brief: This example demonstrates how to create and apply an custom non-lit material to a 3D model.
scripts: unlit.vp, unlit.fp
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1 change: 1 addition & 0 deletions material_uvgradient/example/uvgradient.md
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---
tags: material
category: material
title: UV Gradient
brief: This example shows how to apply a basic shader to a full screen quad.
scripts: uvgradient.fp
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1 change: 1 addition & 0 deletions material_vertexcolor/example/vertexcolor.md
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---
tags: material
category: material
title: Sprite Vertex Color Attribute
brief: This example shows how to set and animate a vertex attribute
scripts: vertexcolor.script, vertexcolor.vp, vertexcolor.fp
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1 change: 1 addition & 0 deletions mesh_triangle/example/triangle.md
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---
tags: mesh
category: mesh
title: Mesh
brief: This example shows how to create a basic mesh component in the shape of a triangle.
scripts: mesh.fp, mesh.vp
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1 change: 1 addition & 0 deletions model_cubemap/example/cubemap.md
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---
tags: model
category: model
title: Cubemap Reflection
brief: This example shows how to use a cubemap to draw environment reflections on a model.
scripts: cubemap.script, cubemap_model.fp, cubemap_model.vp
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1 change: 1 addition & 0 deletions movement_follow/example/follow.md
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---
tags: movement
category: movement
title: Follow input
brief: This example shows how to make a game object continuously follow the mouse.
scripts: follow.script
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1 change: 1 addition & 0 deletions movement_look_at/example/look_at.md
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---
name: Look at
tags: movement
category: movement
title: Look at
brief: This example shows how to rotate a game object to look at the mouse cursor
scripts: look_at.script
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1 change: 1 addition & 0 deletions movement_look_rotation/example/look_rotation.md
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---
name: Look rotation (3D)
tags: movement
category: movement
title: Look rotation
brief: This example shows how to rotate a game object to look at the object in 3D space.
scripts: look_rotation.script
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1 change: 1 addition & 0 deletions movement_move_forward/example/move_forward.md
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---
tags: movement
category: movement
title: Move forward
brief: This example shows how to move a game object in the direction it is rotated/facing.
scripts: move_forward.script
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1 change: 1 addition & 0 deletions movement_move_to/example/move_to.md
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---
tags: movement
category: movement
title: Move to target
brief: This example shows how to make a game object move to the position the user clicks.
scripts: move_to.script
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1 change: 1 addition & 0 deletions movement_movement_speed/example/movement_speed.md
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---
tags: movement
category: movement
title: Movement speed
brief: This example shows how to move a game object with accelerating speed.
scripts: movement_speed.script
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1 change: 1 addition & 0 deletions movement_simple_move/example/simple_move.md
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---
tags: movement
category: movement
title: Moving game object
brief: This example shows how to move a game object.
scripts: simple_move.script
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1 change: 1 addition & 0 deletions particles_confetti/example/confetti.md
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---
tags: particles
category: particles
title: Particle effect example - confetti
brief: This example shows a simple particle effect to imitate confetti.
scripts: confetti.script
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1 change: 1 addition & 0 deletions particles_fire_and_smoke/example/fire_and_smoke.md
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---
tags: particles
category: particles
title: Particle effect example - fire and smoke
brief: This example shows a simple particle effect for imitating fire and smoke.
scripts: fire_and_smoke.script
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1 change: 1 addition & 0 deletions particles_fireworks/example/fireworks.md
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---
tags: particles
category: particles
title: Particle effect example - fireworks
brief: This example shows a fireworks effect made with particles.
scripts: fireworks.script
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1 change: 1 addition & 0 deletions particles_modifiers/example/modifiers.md
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---
tags: particles
category: particles
title: Modifiers
brief: This example shows particle effect modifiers. Modifiers are used to alter the path of emitted particles.
scripts: modifiers.script
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1 change: 1 addition & 0 deletions particles_particlefx/example/particlefx.md
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---
tags: particles
category: particles
title: Particle effect
brief: This example shows a simple particle effect. The particlefx component has all the values at default, except the image and animation used.
scripts: particlefx.script
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