The new behavior editor in our platform utilizes a block programming approach, where each block is like a puzzle piece. These blocks connect to form a column, with each piece representing a command for the object you’re programming.

Consider this example to understand how the execution works:

Here, the trigger is “Player Touches Object”, which means the execution starts when the player comes into contact with the object. Following this trigger, the object will first spin, and then a particle effect animation will play on it.

Types of blocks


Triggers are the starting point on your canvas, initiating a sequence of commands (execution steps) and defining the conditions for subsequent blocks to activate. Each execution column can have only one trigger.


An action is the resulting event that occurs in your game world, but an action block only functions when connected to a trigger. Placing an action block without a trigger means it won’t activate.


Controllers add specific rules to your execution, but actions must be placed within a controller block to be effective.

For example a loop controller will loop all the action blocks added inside of it.

Now let’s put this into practice!

Let’s say that we want an object to spin three times upon interaction.


Select your object


Set Trigger

Choose a trigger of your choice. If you want your action to be triggered by the player interacting with your object, choose the “Interaction” trigger.


Set Controller

This is where we add in our loop function. To have the object spin 3 times, go to the “Controllers” section. Select and drag the “N Times” Controllers and drag it below your trigger.


Set Object Action

In the “Object Action” section, drag the “Spin” block below your controller block. Adjust the block settings as you wish.


Test Your Game

To ensure everything works, playtest your game!