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PLAYER Category

The PLAYER category contains all the nodes needed to build a complete playable character: from keyboard input to the weapon system, inventory, health, and save/load.

Typical FPS pipeline

[OnUpdate]
    │
    ▼
[Player Input]          ← reads keyboard and mouse every frame
    │
    ├──► [Player Jump]  ← applies jump physics
    │
    ├──► [Player Movement] ← applies WASD movement
    │
    ▼
[Inventory Manager] ─── Changed ──► [Weapon State Publisher]
        │                                    │
        └─── Idle ──►                        ▼
                               [Weapon Fire Executor]
                                       │
                          ┌────────────┼────────────┐
                          ▼            ▼             ▼
                    [Weapon Reload] [Weapon ADS] [Weapon Recoil]
                                                      │
                                               [Weapon Spread]
                                                      │
                                    ┌─────────────────┴──────────────────┐
                                    ▼                                     ▼
                             [Hit Scan Weapon]               [Weapon Projectile]
                                    │                                     │
                             [Weapon FX System]              [Projectile System]

Node groups

Input

Node Type Description
Player Input Exec Reads keyboard + mouse, publishes _pi_*
Player Input Data Data Reads a _pi_* value as a data output
Player State Data Player state: IDLE / WALKING / JUMPING / FALLING

Movement

Node Type Description
Player Movement Exec Applies WASD movement with sprint, acceleration and air control
Player Jump Exec Jump with CHARACTER or DYNAMIC physics; supports double jump

Health

Node Type Description
Player Health Branch Receives damage, regenerates HP; branch Alive / Dead
Player Health State Data Current HP, max HP, percentage

Inventory

Node Type Description
Inventory Manager Branch Manages weapon slots; branch Changed / Idle
Inventory State Data Reads active weapon state
Inventory Set Slot Exec Modifies a slot at runtime (pickup, drop)

Weapon Pipeline

Node Type Description
Weapon State Publisher Exec Publishes normalized weapon_* from inventory
Weapon Fire Executor Exec Fire rate, Semi/Auto/Burst modes, publishes weapon_fired
Weapon Reload Exec Timed reload, blocks firing during reload
Weapon ADS Exec Aim Down Sights: alpha transition, FOV, recoil, spread
Weapon Recoil Exec Accumulates and recovers camera recoil
Weapon Spread Exec Ballistic spread cone; bloom, pattern, penalties
Weapon Animation Exec Priority-based animation state machine for the weapon model

Damage

Node Type Description
Hit Scan Weapon Exec Instant raycast; supports pellets (shotgun), tracers
Weapon Projectile Exec Spawns a projectile object with direction and velocity
Projectile System Exec Projectile behavior: collision, damage, gravity, pool
Explosion Damage Exec Radial damage with falloff; optional impulse

Effects

Node Type Description
Weapon FX System Exec Muzzle flash, smoke, shells, impact, surface FX
Surface Material Exec Reads surface type from hit object and publishes FX/audio

Systems

Node Type Description
Object Pool Exec Pool of pre-instantiated objects for reuse
Interaction System Exec Interaction raycast (press / hold); sends messages
Weapon Balancer Exec Applies per-weapon-class multipliers to weapon_*
Save Load System Exec JSON save/load (HP, ammo, world)
HUD State Publisher Exec Publishes ui_* for HUD/overlay consumers

Legacy (Deprecated)

These nodes are marked as deprecated in the editor. Use them only for existing projects.

Node Replaced by
Weapon Fire Weapon Fire Executor
Weapon Hitscan Hit Scan Weapon
Weapon FX Weapon FX System
Projectile Behavior Projectile System

Shared variable conventions

All PLAYER nodes communicate through instance variables on self:

Prefix Owner Description
_pi_* Player Input Normalized keyboard/mouse state
_pj_* Player Jump Jump and ground contact state
_pm_* Player Movement Smoothed internal velocity
_ph_* Player Health HP and regen timer
_inv_* Inventory Manager Slots and active event
weapon_* Weapon State Publisher Normalized active weapon state