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        <title>Drag[en]gine Wiki - dragengine:modules:dragonscript</title>
        <description></description>
        <link>https://developer.dragondreams.ch/wiki/</link>
        <lastBuildDate>Fri, 17 Apr 2026 17:17:39 +0000</lastBuildDate>
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            <url>https://developer.dragondreams.ch/wiki/lib/exe/fetch.php/wiki:dokuwiki-128.png</url>
            <title>Drag[en]gine Wiki</title>
            <link>https://developer.dragondreams.ch/wiki/</link>
        </image>
        <item>
            <title>abstractions</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:abstractions?rev=1741885434&amp;do=diff</link>
            <description>dragonscript project behavior gettingstarted

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game

Abstraction Layers: How you want to build your Game

The DragonScript Scripting Module provides 3 main ways to build your game depending on your skill level and project requirements. The layers are listed from the most simple one (which is recommended for most projects) to the most flexible one.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:03:54 +0000</pubDate>
        </item>
        <item>
            <title>api</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:api?rev=1710429839&amp;do=diff</link>
            <description>api dragonscript

Start Page &gt;&gt; DragonScript Script Module &gt;&gt; API Documentation

The DragonScript source code is available under the L-GPL or GPL license as you desire.

There are two API documentations for the DragonScript Script Module.

The DragonScript Language API is the language specific API containing the basic script classes provided by the DragonScript Language itself.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 15:23:59 +0000</pubDate>
        </item>
        <item>
            <title>bahavior_navigationspace</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:bahavior_navigationspace?rev=1741885619&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorNavigationSpace

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorNavigationSpace

Behavior element behavior adding navigation space and blocker support.

Behavior adds a NavigationSpace resource to the the behavior element. This allow elements using Navigator resource to move around the element. Actors h…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:06:59 +0000</pubDate>
        </item>
        <item>
            <title>bahevior_playerinputmove</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:bahevior_playerinputmove?rev=1747064360&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerInputMove

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerInputMove

Behavior element behavior adding moving player input.

Keeps track of moving player input and applies them to actor locomotion. The type of locomotion can be set to one of three typical configurations.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 12 May 2025 15:39:20 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actoraiaction</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actoraiaction?rev=1746970897&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorAIAction

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorAIAction

Behavior adding AI and Action support to actors.

Allows instance of BaseActorAction and BaseActorAI to be assigned to actor. During thinking first the AI then the Action is called.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:41:37 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actoranimated</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actoranimated?rev=1746969033&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorAnimated

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorAnimated

Behavior adding animation support to actors.

Adds AnimatorInstance and a map of animators to switch using string identifiers.

To simplify using actor animation a map of controller bindings can be defined to be applied to ECBe…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:10:33 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actorcutscene</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actorcutscene?rev=1741885681&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorCutscene

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorCutscene

Behavior adding cutscene support to actors.

Allows actor to perform cutscene actions controlled by conversation scripts.

Loads a custom animator and applies it to ECBehaviorConversationActor. Controller mappings assigned to E…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:08:01 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actorik</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actorik?rev=1750695257&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorIK

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorIK

Behavior adding inverse kinematic support to actors.

IK is typically used for situations where actors touch specific points on an object while interacting with them and the exact position or orientation is not well defined. This can be us…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 23 Jun 2025 16:14:17 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actormover</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actormover?rev=1746969017&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorMover

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorMover

Behavior adding mover support to actors.

Uses ECBehaviorNavigator to find a path. Uses ECBehaviorLocomotion to provide input to the actor for the direction to move to. Listener tell the actor and other behavior about the state of mo…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:10:17 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actormoverunstuck</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actormoverunstuck?rev=1741885704&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorMoverUnstuck

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorMoverUnstuck

Behavior adding support to unstuck actors moved by ECBehaviorActorMover.

This behavior helps in situations where an actor moving along a path ends up in a stuck position. This can happen due to other behaviors like</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:08:24 +0000</pubDate>
        </item>
        <item>
            <title>behavior_actortransmission</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_actortransmission?rev=1746969151&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorActorTransmission

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorActorTransmission

Behavior adding support for sub title transmission to actor.

For doing sub title text output conversation scripts have to be used. This allow for the highest control over the conversation. For first person only self co…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:12:31 +0000</pubDate>
        </item>
        <item>
            <title>behavior_alignactor</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_alignactor?rev=1747085176&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAlignActor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAlignActor

Behavior adding support to actors to align to a specific position and orientation.

Manipulates ECBehaviorLocomotion to move an actor a short distance to a specific position, orientation and looking direction. This is typically requi…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 12 May 2025 21:26:16 +0000</pubDate>
        </item>
        <item>
            <title>behavior_anchorelement</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_anchorelement?rev=1741885499&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAnchorElement

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAnchorElement

Behavior element behavior adding anchor element support.

Anchoring elements allows to locate elements in a GameWorld using a unique name set by the mapper. This is useful for game commands send by conversations scripts.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:04:59 +0000</pubDate>
        </item>
        <item>
            <title>behavior_animated</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_animated?rev=1746366321&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAnimated

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAnimated

Behavior element behavior adding animation support.

Playing back an animation using an animator for an ECBehaviorComponent. By default the ECBehaviorComponent with empty identifier is animated.

To use this behavior make sure to add fir…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:45:21 +0000</pubDate>
        </item>
        <item>
            <title>behavior_announcer</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_announcer?rev=1746971061&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAnnouncer

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAnnouncer

Behavior element behavior adding announcer support.

Behavior uses an Announcer to play back announcer files. The speaker created by the Announcer instance is added to the game world.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:44:21 +0000</pubDate>
        </item>
        <item>
            <title>behavior_attachable_anchorelement</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_attachable_anchorelement?rev=1774029183&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECABehaviorAnchorElement

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECABehaviorAnchorElement

Attachable behavior element behavior adding anchor element support.

Anchoring elements allows to locate elements in a GameWorld using a unique name set by the mapper. This is useful for game commands send by conversations sc…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 20 Mar 2026 17:53:03 +0000</pubDate>
        </item>
        <item>
            <title>behavior_attachable</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_attachable?rev=1747144994&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAttachable

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAttachable

Behavior element behavior adding support to be attached to an ECBehaviorAttachSlot.

While ECBehaviorAttachToParent behavior allows to attach objects by using the IGDE World Editor the ECBehaviorAttachable behavior allows to attach o…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:03:14 +0000</pubDate>
        </item>
        <item>
            <title>behavior_attachdynamicskin</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_attachdynamicskin?rev=1741885924&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAttachDynamicSkin

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAttachDynamicSkin

Behavior element behavior adding support to use dynamic skin on attaching.

For use together with ECBehaviorAttachToParent or ECBehaviorAttachable. Upon attaching the element to a parent element the dynamic skin of pare…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:12:04 +0000</pubDate>
        </item>
        <item>
            <title>behavior_attachments</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_attachments?rev=1741885861&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAttachments

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAttachments

Behavior for element storing attached elements.

Provides list for ECBehaviorAttachToParent to register themselves at. This allows this behavior to manage attached elements in case of elements being added and removed from game worl…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:11:01 +0000</pubDate>
        </item>
        <item>
            <title>behavior_attachslot</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_attachslot?rev=1747145088&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAttachSlot

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAttachSlot

Behavior element behavior adding support to attach other behavior elements.

Provides an attachment slot where one ECBehaviorAttachable supporting element can be attached to. The slot behavior is responsible to persist the UniqueID o…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:04:48 +0000</pubDate>
        </item>
        <item>
            <title>behavior_attachtoparent</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_attachtoparent?rev=1741885875&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAttachToParent

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAttachToParent

Behavior element behavior adding attach to parent support.

Objects can be attached to parent objects in the IGDE World Editor. During enterFrame() BehaviorElement sets the target object as the parent object. The actual attac…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:11:15 +0000</pubDate>
        </item>
        <item>
            <title>behavior_avoidcollision</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_avoidcollision?rev=1746969271&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAvoidCollision

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAvoidCollision

Behavior adding support to actors to avoid collisions with ECBehaviorAvoidedByActor.

Behavior attaches to ECBehaviorActorMover to modify walking path while moving.

To use this behavior add it to the element class and make s…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:14:31 +0000</pubDate>
        </item>
        <item>
            <title>behavior_avoidedbyactor</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_avoidedbyactor?rev=1741885508&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorAvoidedByActor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorAvoidedByActor

Behavior adding support to elements to be avoided by actors.

Avoid shape is defined by position, half-size and radius. This allows to model spheres and round boxes as avoid shapes projected to the ground. The behavior can be…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:05:08 +0000</pubDate>
        </item>
        <item>
            <title>behavior_behaviortree</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_behaviortree?rev=1747406086&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorBehaviorTree

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorBehaviorTree

Behavior element behavior adding BehaviorTree support.

Loads a single behavior tree from file and creates a BTContext. Other behaviors can add actions and conditions to this behavior tree allowing to compose behavior tree action…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 16 May 2025 14:34:46 +0000</pubDate>
        </item>
        <item>
            <title>behavior_behaviortreeflags</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_behaviortreeflags?rev=1770575071&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorBehaviorTreeFlags

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorBehaviorTreeFlags

Behavior element behavior adding flags support to behavior tree support.

Behavior adds behavior tree actions and conditions to an ECBehaviorBehaviorTree allowing scripts and behavior trees to set, clear and check flags…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 08 Feb 2026 18:24:31 +0000</pubDate>
        </item>
        <item>
            <title>behavior_behaviortreetimer</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_behaviortreetimer?rev=1770833899&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorBehaviorTreeTimer

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorBehaviorTreeTimer

Behavior element behavior adding timer support to behavior tree support.

Behavior adds behavior tree actions and conditions to an ECBehaviorBehaviorTree allowing behavior trees to start and wait for multiple independen…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 11 Feb 2026 18:18:19 +0000</pubDate>
        </item>
        <item>
            <title>behavior_billboard</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_billboard?rev=1741808110&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Behavior Elements: Quick and Easy Development &gt;&gt; ECBehaviorBillboard

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorBillboard

Behavior element behavior adding billboard support.

Billboards place a flat image in the game world optionally rotated towards the camera position.

Instance Counts

This behavior can be added multiple times to an element. Use the behavior identifier to tell th…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 12 Mar 2025 19:35:10 +0000</pubDate>
        </item>
        <item>
            <title>behavior_bodytilting</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_bodytilting?rev=1741885745&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorBodyTilting

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorBodyTilting

behavior adding body tilting support for actors projected to ground.

Helps actors with appropriate animator setup to align their body to uneven ground underneath. This is done by using a set of collider collision tests to probe th…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:09:05 +0000</pubDate>
        </item>
        <item>
            <title>behavior_camera</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_camera?rev=1775506696&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorCamera

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorCamera

Behavior element behavior adding camera support.

Behavior adds a Camera resource to the the behavior element. Creates a camera attached to the element collider which can be individually modified.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 06 Apr 2026 20:18:16 +0000</pubDate>
        </item>
        <item>
            <title>behavior_clearpath</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_clearpath?rev=1746451545&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorClearPath

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorClearPath

Behavior in action

Behavior adding support to actors to make other actors get out of the way.

This behavior is useful for situations where actors can get in the way of the player or other actors. The behavior uses a collider collisio…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 05 May 2025 13:25:45 +0000</pubDate>
        </item>
        <item>
            <title>behavior_collider</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_collider?rev=1746024036&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorCollider

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorCollider

Behavior element behavior adding collider support.

Colliders provide physical presence to elements allowing them to collide with other colliders, attaching them to other colliders and moving the element through the game world.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 30 Apr 2025 14:40:36 +0000</pubDate>
        </item>
        <item>
            <title>behavior_colliderai</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_colliderai?rev=1746969457&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorColliderAI

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorColliderAI

Behavior element behavior adding collider support suitable for actor AI.

ECBehaviorColliderAI adds a collider which is useable for actor AI usage. This collider is not linked to</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:17:37 +0000</pubDate>
        </item>
        <item>
            <title>behavior_component</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_component?rev=1741885539&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorComponent

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorComponent

Behavior element behavior adding component support.

Components provide visual appearance to elements.

If the ECBehaviorCollider behavior is present in the behavior element before this behavior is added the component is statically att…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:05:39 +0000</pubDate>
        </item>
        <item>
            <title>behavior_composed</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_composed?rev=1741885546&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorComposed

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorComposed

Behavior for element allowing to create and add child elements.

This behavior is useful to create element classes which automatically create and attach child elements without using the world editor.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:05:46 +0000</pubDate>
        </item>
        <item>
            <title>behavior_controldesktop</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_controldesktop?rev=1741885994&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorControlDesktop

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorControlDesktop

Behavior element behavior adding support to control desktop by player.

The behavior allows player (or other actors) to move the mouse pointer on a ECBehaviorRenderableDesktop by looking or pointing at the desired position. A…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:13:14 +0000</pubDate>
        </item>
        <item>
            <title>behavior_conversation</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_conversation?rev=1757931876&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorConversation

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorConversation

Behavior element behavior adding conversation support.

Loads a conversation resource file and allows to start a conversation using a user defined topic. Conversations are loaded once so multiple behaviors can load the same conve…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 15 Sep 2025 10:24:36 +0000</pubDate>
        </item>
        <item>
            <title>behavior_conversationactor</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_conversationactor?rev=1746987376&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorConversationActor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorConversationActor

Behavior adding conversation actor support to actors.

Provides ConversationActor with basic properties set depending on what behaviors are present before this behavior. In addition supports for other behaviors to modif…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 18:16:16 +0000</pubDate>
        </item>
        <item>
            <title>behavior_convocoordsystem</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_convocoordsystem?rev=1741885552&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorConvoCoordSystem

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorConvoCoordSystem

Behavior element behavior adding conversation coordinate support.

Instance adds a ElementConvoCoordSystem to the game world the element is added to. These can be added to conversation playbacks as targets for actions. Cr…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:05:52 +0000</pubDate>
        </item>
        <item>
            <title>behavior_ctrrbindings</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_ctrrbindings?rev=1741885901&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBCTRRBindings

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBCTRRBindings

Behavior element behavior adding bindings tag resolving using CTRRBinding.

Adds a CTRRBinding rule to ECBehaviorConversationActor.

Instance Counts

This behavior can be used only once on an element.

Element Class Properties</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:11:41 +0000</pubDate>
        </item>
        <item>
            <title>behavior_customcolor</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_customcolor?rev=1746365961&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorCustomColor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorCustomColor

Behavior in action

Behavior element behavior adding custom color support.

Custom colors are typically used to allow players to customize the look of their player actor by altering the color of individual body parts. This behavior…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:39:21 +0000</pubDate>
        </item>
        <item>
            <title>behavior_daytimesky</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_daytimesky?rev=1746366526&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorDayTimeSky

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorDayTimeSky

Behavior element behavior adding day time sky support.

Updates day time controller of a day time supporting sky assigned to ECBehaviorSky. To use add ECBehaviorSky and ECBehaviorDayTimeSky to behavior element then call setDayTime() …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:48:46 +0000</pubDate>
        </item>
        <item>
            <title>behavior_decal</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_decal?rev=1741885567&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorDecal

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorDecal

Behavior element behavior adding decal projected onto ECBehaviorComponent.

Instance Counts

This behavior can be used multiple times on an element to add multiple decals to mainpulate. Use the behavior identifier to tell them apart.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:06:07 +0000</pubDate>
        </item>
        <item>
            <title>behavior_dynamicskin</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_dynamicskin?rev=1741885931&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorDynamicSkin

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

See also:

	*  Dynamic Content using Renderables
	*  IGDE Skin Editor

ECBehaviorDynamicSkin

Behavior element behavior adding dynamic skin support.

Dynamic skins are used to alter the visual appearance of ECBehaviorComponent. Dynamic skins affect the s…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:12:11 +0000</pubDate>
        </item>
        <item>
            <title>behavior_elements</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_elements?rev=1742989516&amp;do=diff</link>
            <description>dragonscript project behavior gettingstarted

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers &gt;&gt; Behavior Elements

Behavior Elements

Behavior Elements are build on top of the Scenery Elements and provide a composeable way to build game logic. This is the fastest way to build your game by befitting elements with reusable behavior while still retaining all the powerful coupling to other script classes.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 26 Mar 2025 11:45:16 +0000</pubDate>
        </item>
        <item>
            <title>behavior_envmapprobe</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_envmapprobe?rev=1741885575&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorEnvMapProbe

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorEnvMapProbe

Behavior element behavior adding environment map probe support.

Attaches an EnvMapProbe resource to the behavior element.

If the ECBehaviorCollider behavior is present in the behavior element the EnvMapProbe is attached to the co…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:06:15 +0000</pubDate>
        </item>
        <item>
            <title>behavior_evaluate</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_evaluate?rev=1746366580&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorEvaluate

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorEvaluate

Behavior element behavior evaluating trigger expression.

Fires and resets a trigger target depending on the evaluation state of a trigger expression. Optionally pulses trigger target instead of just firing it.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:49:40 +0000</pubDate>
        </item>
        <item>
            <title>behavior_footstepconfig</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_footstepconfig?rev=1746561681&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorFootStepConfig

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorFootStepConfig

Behavior adding a single foot step configuration with a list of events. Optionally a list of sounds can be defined which is assigned to the events. All events share the same sounds and play sound parameters.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 06 May 2025 20:01:21 +0000</pubDate>
        </item>
        <item>
            <title>behavior_footsteps</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_footsteps?rev=1753490607&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorFootSteps

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorFootSteps

Behavior element behavior adding foot steps support to actors.

Uses a list of events to play random foot steps according to an elapsing time value. The elapsed time is updated with the elapsed game time while the actor is walking. If …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sat, 26 Jul 2025 00:43:27 +0000</pubDate>
        </item>
        <item>
            <title>behavior_forcefield</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_forcefield?rev=1747085168&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorForceField

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorForceField

Behavior element behavior adding force field support.

Behavior adds a ForceField resource to the the behavior element. Force fields apply physical forces to physical elements in the game world if their collision filter to match.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 12 May 2025 21:26:08 +0000</pubDate>
        </item>
        <item>
            <title>behavior_grabber</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_grabber?rev=1747145150&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorGrabber

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorGrabber

Behavior adding support to grab an ECBehaviorGrabSpot.

Grab spots are typically used for physics interaction like VR hand use but can be used also with mouse interaction. The actual grabbing interaction, exact grab location and orientatio…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:05:50 +0000</pubDate>
        </item>
        <item>
            <title>behavior_grabspot</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_grabspot?rev=1747145213&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorGrabSpot

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorGrabSpot

Behavior adding support to define grab spot for actors.

Defines position and orientation where the actor can grab the owner element. Grab spots are typically used for physics interaction like VR hand use but can be used also with mouse …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:06:53 +0000</pubDate>
        </item>
        <item>
            <title>behavior_hearsounds</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_hearsounds?rev=1746366555&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorHearSounds

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorHearSounds

Behavior element behavior adding hearing sounds support.

Uses a SoundLevelMeter resources to hear what sounds are playing in the audible range of the element.

SoundLevelMeter resources take sound properties of the environment into …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:49:15 +0000</pubDate>
        </item>
        <item>
            <title>behavior_hitscan</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_hitscan?rev=1746970745&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorHitScan

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorHitScan

Behavior adding hit-scan support to elements.

Behavior supports using one or more collider collision tests to do one or more hit scans for example to check for weapon projectile impacts. Hit scans are done once then the result can be exam…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:39:05 +0000</pubDate>
        </item>
        <item>
            <title>behavior_interaction</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_interaction?rev=1746974839&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorInteraction

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorInteraction

Behavior element behavior adding storing supported interactions.

Instance Counts

This behavior can be used only once on an element.

Element Class Properties

This behavior adds no element class properties.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 14:47:19 +0000</pubDate>
        </item>
        <item>
            <title>behavior_interactionelement</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_interactionelement?rev=1746976840&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorInteractionElement

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorInteractionElement

Behavior element behavior adding support to store an interaction element.

This behavior allows to store for a longer time an element found by another behavior. For example</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 15:20:40 +0000</pubDate>
        </item>
        <item>
            <title>behavior_interactionspot</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_interactionspot?rev=1747145294&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorInteractionSpot

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorInteractionSpot

Behavior in action (starting at timestamp 1:28)

Behavior element behavior adding support to define interaction spot for actors.

Defines position and orientation actors or the player have to assume to properly interact wit…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:08:14 +0000</pubDate>
        </item>
        <item>
            <title>behavior_interactprompt</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_interactprompt?rev=1741886028&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorInteractPrompt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorInteractPrompt

Example usage of interact prompt behavior.

Behavior adding support to elements to show interact prompt to player.

This is a passive behavior storing the information used by player prompt behaviors to show to the player what…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:13:48 +0000</pubDate>
        </item>
        <item>
            <title>behavior_inventory</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_inventory?rev=1746366501&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorInventory

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorInventory

Behavior element behavior inventory support.

Adds inventory where stashable elements can be put into. The inventory does not make any assumptions about the kind of inventory nor does it impose any kind of restrictions. Game scripts an…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:48:21 +0000</pubDate>
        </item>
        <item>
            <title>behavior_light</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_light?rev=1750336526&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorLight

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorLight

Behavior element behavior adding Light resource.

Instance Counts

This behavior can be used multiple times on an element to add multiple lights to mainpulate. Use the behavior identifier to tell them apart.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 19 Jun 2025 12:35:26 +0000</pubDate>
        </item>
        <item>
            <title>behavior_lightanimation</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_lightanimation?rev=1751806530&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorLightAnimation

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorLightAnimation

Behavior element behavior adding animation support to ECBehaviorLight

This behavior modifies the light parameters of ECBehaviorLight instances present in the element using move keyframes stored in an</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 06 Jul 2025 12:55:30 +0000</pubDate>
        </item>
        <item>
            <title>behavior_lightdimmer</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_lightdimmer?rev=1750336622&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorLightDimmer

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorLightDimmer

Behavior element behavior adding dimming support to ECBehaviorLight.

This behavior modifies the light parameters of ECBehaviorLight instances present in the element to make lights gently raise and lower intensity when (de)activate…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 19 Jun 2025 12:37:02 +0000</pubDate>
        </item>
        <item>
            <title>behavior_locomotion</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_locomotion?rev=1747231943&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorLocomotion

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorLocomotion

Behavior element behavior adding locomotion support for actors.

Adds Locomotion. Actors use Locomotion to move their AI colliders across the game world. Locomotion also provides values for AnimatorController to provide animation to …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 14:12:23 +0000</pubDate>
        </item>
        <item>
            <title>behavior_lookat</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_lookat?rev=1747144672&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorLookAt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorLookAt

Behavior adding support to actors to know what element they are looking at.

Behavior uses one collider collision test located attached ECBehaviorColliderAI facing forward. If no ECBehaviorColliderAI is present</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 13:57:52 +0000</pubDate>
        </item>
        <item>
            <title>behavior_lookedat</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_lookedat?rev=1746366462&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorLookedAt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorLookedAt

Behavior element behavior adding support to track if actors look at element.

This behavior tracks if actors are looking at the element. If actors start looking at the element they are added to the list and listeners are notified. If the…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:47:42 +0000</pubDate>
        </item>
        <item>
            <title>behavior_navigationblocker</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_navigationblocker?rev=1741885612&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorNavigationBlocker

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorNavigationBlocker

Behavior element behavior adding navigation blocker support.

Behavior adds a NavigationBlocker resource to the the behavior element. This allow elements using Navigator resource to avoid moving into the blocked space. …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:06:52 +0000</pubDate>
        </item>
        <item>
            <title>behavior_navigator</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_navigator?rev=1741885789&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorNavigator

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorNavigator

Behavior element behavior adding navigator support for actors.

Adds Navigator resource to actor. Actors use Navigator to find path around the game world using navigation spaces. Usually actors have one navigator but it is possible to …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:09:49 +0000</pubDate>
        </item>
        <item>
            <title>behavior_networkstate</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_networkstate?rev=1741886075&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorNetworkState

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorNetworkState

Behavior element behavior adding network state support.

The behavior is only active during creation time the StubElement contains Connection instance. Behavior can not be attached to a connection later.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:14:35 +0000</pubDate>
        </item>
        <item>
            <title>behavior_nstategeometry</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_nstategeometry?rev=1741886082&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorNStateGeometry

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorNStateGeometry

Behavior element behavior adding geometry network state support.

If ECBehaviorNetworkState is present and activate adds network values to synchronize the owner element position and orientation.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:14:42 +0000</pubDate>
        </item>
        <item>
            <title>behavior_nstatelocomotion</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_nstatelocomotion?rev=1741886088&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorNStateLocomotion

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorNStateLocomotion

Behavior element behavior adding locomotion state support.

If ECBehaviorNetworkState is present and activate adds network values to synchronize ECBehaviorLocomotion certain values.

Instance Counts

This behavior can be …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:14:48 +0000</pubDate>
        </item>
        <item>
            <title>behavior_occupier</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_occupier?rev=1750337061&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorOccupier

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorOccupier

Behavior in action (starting at timestamp 1:28)

Behavior element behavior adding support to occupy an ECBehaviorInteractionSpot.

ECBehaviorInteractionSpot defines position and orientation actors or the player have to assume to interact…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 19 Jun 2025 12:44:21 +0000</pubDate>
        </item>
        <item>
            <title>behavior_outline</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_outline?rev=1746366388&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorOutline

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorOutline

Example usage of outline.* skin texture properties.

Adds outline support to components.

Renders outline around a component.

This is done by creating a new component resource. The model and rig of the existing component is assigned to th…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:46:28 +0000</pubDate>
        </item>
        <item>
            <title>behavior_parametertable</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_parametertable?rev=1746483903&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorParameterTable

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorParameterTable

Behavior element behavior adding parameter table support for actors.

Adds ParameterTable instance. This allows to store parameter with primitive or persistable type for game elements or global game state. Parameter tables ar…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 05 May 2025 22:25:03 +0000</pubDate>
        </item>
        <item>
            <title>behavior_particleemitter</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_particleemitter?rev=1746366029&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorParticleEmitter

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorParticleEmitter

Behavior element behavior adding particle emitter support.

Behavior adds a ParticleEmitter resource to the the behavior element.

If the ECBehaviorCollider behavior is present in the behavior element before this behavior i…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:40:29 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playercontrollable</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playercontrollable?rev=1746970998&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerControllable

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerControllable

Behavior element behavior adding player controlling support to actor.

Actors with this behavior can become the player controlled actor. Requires an instance of ECBehaviorPlayerControllable.Tracker</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:43:18 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playerinputcrouch</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playerinputcrouch?rev=1746800187&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerInputCrouch

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerInputCrouch

Behavior element behavior adding crouching player input.

Keeps track of crouching player input and applies them to actor locomotion.

Instance Counts

This behavior can be used only once on an element.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 09 May 2025 14:16:27 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playerinputlook</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playerinputlook?rev=1747064269&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerInputLook

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerInputLook

Behavior element behavior adding looking around player input.

Keeps track of looking around player input and applies them to actor locomotion.

Digital Input

Supports digital input by player for looking left-right and up-…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 12 May 2025 15:37:49 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playerinputturn</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playerinputturn?rev=1747064399&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerInputTurn

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerInputTurn

Behavior element behavior adding turning player input.

Keeps track of turning player input and applies them to actor locomotion.

This behavior is typically used for vehicle type actors.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 12 May 2025 15:39:59 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playerinteractprompt</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playerinteractprompt?rev=1746628294&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerAtInteractPrompt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerInteractPrompt

Example usage of interact prompt behavior.

Behavior element behavior adding interact prompt support to player actor.

In contrary to ECBehaviorPlayerLookAtInteractPrompt this behavior allows showing</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 07 May 2025 14:31:34 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playerlookatinteractprompt</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playerlookatinteractprompt?rev=1746628247&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlayerLookAtInteractPrompt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlayerLookAtInteractPrompt

Example usage of interact prompt behavior.

Behavior element behavior adding look-at interact prompt support to player actor.

If the actor is the player controlled actor creates a UI panel overlayed o…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 07 May 2025 14:30:47 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playsound</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playsound?rev=1746104452&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlaySound

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlaySound

Behavior element behavior play sound using one shot speaker.

Behavior is comparable to ECBehaviorSpeaker but does not add a permanent speaker to the element. Instead GWBehaviorOneShotSpeaker.addSpeaker() is used to play a short sound …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 01 May 2025 13:00:52 +0000</pubDate>
        </item>
        <item>
            <title>behavior_playsoundrandom</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_playsoundrandom?rev=1746104490&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorPlaySoundRandom

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorPlaySoundRandom

Extends ECBehaviorPlaySound to pick sound to play randomly from a list of sounds.

Useful for situations where random sounds from a list of sounds have to be played each time the behavior is triggered. If random sound list …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 01 May 2025 13:01:30 +0000</pubDate>
        </item>
        <item>
            <title>behavior_projecttoground</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_projecttoground?rev=1747144741&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorProjectToGround

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorProjectToGround

Behavior element behavior adding project to ground support for actor AI.

Adds TouchSensor. The touch sensor is used to improve performance and requires a shape large enough to enclose the ECBehaviorColliderAI or ECBehavior…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 13:59:01 +0000</pubDate>
        </item>
        <item>
            <title>behavior_randomizecreation</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_randomizecreation?rev=1741885633&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRandomizeCreation

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRandomizeCreation

Behavior adding support to randomize creation.

This behavior is typically used to add variation to game worlds by randomly creating or not creating element. This affects only elements added to a game world. Loading a g…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:07:13 +0000</pubDate>
        </item>
        <item>
            <title>behavior_randomizegeometry</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_randomizegeometry?rev=1741885639&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRandomizeGeometry

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRandomizeGeometry

Behavior adding support to randomize position, rotation and scaling.

This behavior is typically used to add variation to multiple instances of the same element added to a game world by randomizing the position, rotatio…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:07:19 +0000</pubDate>
        </item>
        <item>
            <title>behavior_renderablecamera</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderablecamera?rev=1741885937&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableCamera

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRenderableCamera

Behavior element behavior adding a camera renderable.

To use this behavior add an ECBehaviorDynamicSkin to the element class before adding this behavior. Create ECBehaviorRenderableCamera behavior and set the dynamic ski…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:12:17 +0000</pubDate>
        </item>
        <item>
            <title>behavior_renderablecanvas</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderablecanvas?rev=1741885944&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableCanvas

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRenderableCanvas

Behavior element behavior adding a renderable canvas view.

This behavior is useful for models with a complex dynamic texture where the content of the texture is provided by one or more Canvas resources. Multiple other be…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:12:24 +0000</pubDate>
        </item>
        <item>
            <title>behavior_renderablecustomcolor</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderablecustomcolor?rev=1741885951&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableCustomColor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRenderableCustomColor

Behavior in action

Behavior element behavior using ECBehaviorCustomColor on ECBehaviorDynamicSkin. This behavior applies the chosen color of an ECBehaviorCustomColor either directly to a color type renderable o…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:12:31 +0000</pubDate>
        </item>
        <item>
            <title>behavior_renderabledesktop</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderabledesktop?rev=1742166770&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableDesktop

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRenderableDesktop

Behavior element behavior adding a renderable Desktop widget.

This behavior is useful for models with a complex dynamic texture where the content of the texture is provided by a</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 16 Mar 2025 23:12:50 +0000</pubDate>
        </item>
        <item>
            <title>behavior_renderablelight</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderablelight?rev=1741885965&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableLight

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRenderableLight

Behavior element behavior matching renderable to light intensity.

This behavior is useful for model with an emissive texture where the emissivity intensity should be synchronized to light intensity. A typical example for t…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:12:45 +0000</pubDate>
        </item>
        <item>
            <title>behavior_renderablepanel</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderablepanel?rev=1742672857&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderablePanel

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRenderablePanel

Behavior element behavior adding a renderable Panel widget.

This behavior is useful for models with a complex dynamic texture where the content of the texture is provided by a</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sat, 22 Mar 2025 19:47:37 +0000</pubDate>
        </item>
        <item>
            <title>behavior_ridable</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_ridable?rev=1746366169&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRidable

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRidable

Behavior adding support to elements to be ridden by actors.

Actors will attach using relative mode if ECBehaviorProjectToGround hits this element.

Instance Counts

This behavior can be used only once on an element.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:42:49 +0000</pubDate>
        </item>
        <item>
            <title>behavior_rideon</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_rideon?rev=1747144926&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRideOn

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorRideOn

Behavior adding support to actors to ride on ECBehaviorRidable.

If ECBehaviorProjectToGround and ECBehaviorColliderAI are enabled sets the ridable to the ground element if element supports ECBehaviorRidable. Otherwise clears the ridable.

S…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:02:06 +0000</pubDate>
        </item>
        <item>
            <title>behavior_showelement</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_showelement?rev=1746366184&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorShowElement

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorShowElement

Behavior element behavior show/hide element if triggered.

If trigger evaluates to true the element is set visible and touchable others not.

Instance Counts

This behavior can be used only once on an element.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:43:04 +0000</pubDate>
        </item>
        <item>
            <title>behavior_showmessage</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_showmessage?rev=1742396932&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorShowMessage

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorShowMessage

Behavior element behavior showing message to player if triggered. The message is shown each time the trigger evaluates to true.

By default message is printed on console. Typically a shout panel is used to show the latest console m…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 19 Mar 2025 15:08:52 +0000</pubDate>
        </item>
        <item>
            <title>behavior_skinswitcher</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_skinswitcher?rev=1746969897&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorSkinSwitcher

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorSkinSwitcher

Behavior element behavior adding support to switch component skins.

If a texture name is specified the matching component texture skin is switched instead of switching the skin for the entire component.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:24:57 +0000</pubDate>
        </item>
        <item>
            <title>behavior_sky</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_sky?rev=1761493052&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorSky

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorSky

Behavior element behavior adding sky support.

Adds a SkyInstance resources to the world with support to mainpulate controllers. If a playback controller is set it is updated with the elapsed time. Other behaviors can update individual named contr…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 26 Oct 2025 15:37:32 +0000</pubDate>
        </item>
        <item>
            <title>behavior_speaker</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_speaker?rev=1746366569&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorSpeaker

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorSpeaker

Behavior element behavior adding speaker support.

Behavior adds a Speaker resource to the the behavior element. 

If the ECBehaviorCollider is present in the behavior element before this behavior is added the speaker is attached. The spea…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:49:29 +0000</pubDate>
        </item>
        <item>
            <title>behavior_stashable</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_stashable?rev=1747145439&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorStashable

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorStashable

Behavior element behavior adding support for elements to be placed in ECBehaviorInventory.

Instance Counts

This behavior can be used only once on an element.

Element Class Properties

Element class properties have the prefix</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 14:10:39 +0000</pubDate>
        </item>
        <item>
            <title>behavior_statemachine</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_statemachine?rev=1746817498&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorStateMachine

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorStateMachine

Example usage of State machine Behavior. See StateMachineExampleClass.ds and colorizer.desm

Behavior element behavior adding StateMachine support.

Loads state machine from file (*.desm) and creates a . Other behaviors can add</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 09 May 2025 19:04:58 +0000</pubDate>
        </item>
        <item>
            <title>behavior_stepaside</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_stepaside?rev=1746452224&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorStepAside

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorStepAside

Behavior in action

Behavior adding support to actors to step aside if told.

This behavior is useful for situations where actors can get in the way of the player or other actors. The behavior is a reactive behavior not acting by itsel…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 05 May 2025 13:37:04 +0000</pubDate>
        </item>
        <item>
            <title>behavior_timer</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_timer?rev=1746970297&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorTimer

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorTimer

Behavior element behavior timer trigger target.

Fires or resets trigger target after timeout after evaluation state of trigger expression changes to true.

Instance Counts

This behavior can be used multiple times on an element to add multipl…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:31:37 +0000</pubDate>
        </item>
        <item>
            <title>behavior_toggle</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_toggle?rev=1746970333&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorToggle

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorToggle

Behavior element behavior toggling trigger target.

Toggles trigger target between fired and reset state whenever evaluation state of trigger expression changes to true.

Instance Counts</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:32:13 +0000</pubDate>
        </item>
        <item>
            <title>behavior_touching</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_touching?rev=1746199844&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorTouching

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorTouching

Behavior element behavior matching trigger target to touching sensor.

Fires and resets a trigger target depending if elements are in touch sensor. Optionally pulses trigger target instead of just firing it.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 02 May 2025 15:30:44 +0000</pubDate>
        </item>
        <item>
            <title>behavior_touchsensor</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_touchsensor?rev=1746366623&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorTouchSensor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorTouchSensor

Behavior element behavior adding touch sensor support.

Attaches a TouchSensor resource to the behavior element. By default the collision filter category is set to BaseGameApp.CollisionFilterBit.trigger and the collision filter mas…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:50:23 +0000</pubDate>
        </item>
        <item>
            <title>behavior_triggered</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_triggered?rev=1746366636&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorTriggered

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorTriggered

Behavior element behavior adding trigger support.

Adds a trigger expression to the behavior element. If the trigger expression changes value notifies the behavior element or other behaviors using listeners.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 04 May 2025 13:50:36 +0000</pubDate>
        </item>
        <item>
            <title>behavior_twostateanimated</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_twostateanimated?rev=1746969723&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorTwoStateAnimated

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorTwoStateAnimated

Behavior element behavior adding two state animation support.

Plays back animations for behavior elements in two different states with transition between them. Animators are required to have controllers name the right wa…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 11 May 2025 13:22:03 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrbody</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrbody?rev=1774544487&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRBody

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRBody

Behavior in action

Behavior element behavior adding VR Body tracking support to actor. This behavior tracks a body tracker input device providing bone pose data for the upper or full body of the user. A body rig describing the skeleton is o…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 26 Mar 2026 17:01:27 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrcontroldesktop</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrcontroldesktop?rev=1747185147&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRControlDesktop

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRControlDesktop

Behavior adding support to VR hand action to control desktops.

To be used with BaseVRHandAction subclasses. Tracks ECBehaviorVRHandPointAt. If an element is pointed at that supports ECBehaviorControlDesktop moves the mou…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 01:12:27 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhand</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhand?rev=1747218850&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableCustomColor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHand

Behavior in action

Behavior element behavior adding VR Hand Controller support to actor. This behavior tracks one hand controller optionally displaying it on screen using either the developer provided model or a custom model.…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 10:34:10 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhandaction</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhandaction?rev=1741886261&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRHandAction

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHandAction

Behavior adding Action support to VR hands.

Allows instance of  to be assigned to actor VR hands. During thinking the Action is called.

Actions allow actors to perform a specific, well defined and enclosed action like interacti…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:17:41 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhandlaserpointer</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhandlaserpointer?rev=1747219493&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRHandLaserPointer

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHandLaserPointer

Behavior element behavior adding VR Hand Controller Laser Pointer support to actor.

VR Hand Controllers often use a laser pointer type interaction.

This behavior adds a particle emitter representing the laser pointe…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 10:44:53 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhandlocomotion</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhandlocomotion?rev=1755607723&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRHandLocomotion

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHandLocomotion

This behavior is designed to be used with ECBehaviorVRHand for which isUsingHandInteraction() returns true.

Using hands only (or hand interaction) controllers there is no way to use sticks to move or turn the actor. This…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 19 Aug 2025 12:48:43 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhandpointat</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhandpointat?rev=1747219998&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRHandPointAt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHandPointAt

Behavior adding support to VR Hand behavior to know what element they are pointing at.

Behavior uses one collider collision test located attached controller collider facing forward.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 10:53:18 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhandpointedat</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhandpointedat?rev=1747218694&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRHandPointedAt

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHandPointedAt

Behavior element behavior adding support to track if VR hands point at element.

This behavior tracks if hand controllers are pointing at the element. If hand controllers start pointing at the element they are added to the …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 10:31:34 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhandpose</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhandpose?rev=1747219135&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRHandPose

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHandPose

Behavior adding support to apply hand pose to VR Hand.

Behavior queries VR hand device for bone poses and applies them to the VR hand component.

Creates an animator to apply the states. This allows to chain other animators like</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 14 May 2025 10:38:55 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrhmd</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrhmd?rev=1747177488&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorRenderableCustomColor

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRHMD

Behavior in action

Behavior element behavior adding VR HMD support to actor. This behavior tracks the HMD position and orientation and if it is attached or not.

Instance Counts</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 13 May 2025 23:04:48 +0000</pubDate>
        </item>
        <item>
            <title>behavior_vrplayspace</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_vrplayspace?rev=1741886304&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorVRPlayspace

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorVRPlayspace

Behavior in action

Behavior element behavior adding VR Playspace support to actor. This behavior defines the VR Playspace. This is used as reference coordinate system. The playspace position and orientation matches the owner eleme…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 13 Mar 2025 17:18:24 +0000</pubDate>
        </item>
        <item>
            <title>behavior_world</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_world?rev=1746029170&amp;do=diff</link>
            <description>dragonscript behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; ECBehaviorWorld

	*  Behaviors Explained: By Use-Case
	*  Behaviors Explained: From A to Z

ECBehaviorWorld

Behavior loads world file and adds contained content to the the game world this element is located in.

Instance Counts

This behavior can be added multiple times to an element. Use the behavior identifier to tell them apart.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 30 Apr 2025 16:06:10 +0000</pubDate>
        </item>
        <item>
            <title>behaviors_a_to_z</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behaviors_a_to_z?rev=1774490539&amp;do=diff</link>
            <description>dragonscript project behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; Behaviors Explained: From A to Z

Behaviors Explained: From A to Z

Overview of Behaviors sorted by name.

The value in parenthesis indicates the first DragonScript Module Version where the behavior has been introduced.

Use your browser searching facilities to find behaviors of interest.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 26 Mar 2026 02:02:19 +0000</pubDate>
        </item>
        <item>
            <title>behaviors_use_cases</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behaviors_use_cases?rev=1774490648&amp;do=diff</link>
            <description>dragonscript project behavior

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Abstraction Layers: How you want to build your Game &gt;&gt; Behavior Elements &gt;&gt; Behaviors Explained: By Use Cases

Behaviors Explained: By Use Cases

Overview of Behaviors grouped by categories and use cases.

The value in parenthesis indicates the first DragonScript Module Version where the behavior has been introduced.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 26 Mar 2026 02:04:08 +0000</pubDate>
        </item>
        <item>
            <title>behaviortrees</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behaviortrees?rev=1749747703&amp;do=diff</link>
            <description>graphic skin texture fileformat

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Behavior Trees

Behavior Trees

Behavior trees are structured graphs describing the AI logic using a tree of rules. The behavior tree is at all times located at one of the rules in the tree. During each simulation step (typically during frame update) the behavior tree moves along the tree until an rule returns either</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 12 Jun 2025 17:01:43 +0000</pubDate>
        </item>
        <item>
            <title>canvascreators</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:canvascreators?rev=1710434548&amp;do=diff</link>
            <description>dragonscript canvas graphic ui

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Canvas Creators

Canvas Creators (DragonScript Module)

 provide support to create  for direct use with game elements or for GUI use with . The main idea behind using a canvas creator is to produce canvas properly matching a specific size with customizeable properties. The default gui system uses canvas creators to build the look of the gui widgets which supports XML gui theme building. The DragonScript module provi…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:42:28 +0000</pubDate>
        </item>
        <item>
            <title>guitheme</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:guitheme?rev=1710434638&amp;do=diff</link>
            <description>dragonscript ui theme

Start Page &gt;&gt; DragonScript Scripting Language  &gt;&gt; Gui Themes

Gui Themes

The DragonScript module provides a Gui Toolkit based on the canvas system. This is a non-mandatory implementation and can be replaced by a different or custom toolkit implementation. To customize the toolkit visually and in some cases also functionally</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:43:58 +0000</pubDate>
        </item>
        <item>
            <title>locomotion</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:locomotion?rev=1710434605&amp;do=diff</link>
            <description>dragonscript locomotion actor ai

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; Locomotion

Locomotion

Locomotion defines the movement, looking, turnging and stance states of actors. The DragonScript module provides basic locomotion implementation using the . Three kinds of locomotion types are well supported and can be extended according to needs. For performance reasons the locomotion class is implemented as native class. It is possible to extend the behavior but requires extending the cla…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:43:25 +0000</pubDate>
        </item>
        <item>
            <title>main</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:main?rev=1750364618&amp;do=diff</link>
            <description>module scripting dragonscript

Start Page &gt;&gt; DragonScript Script Module

DragonScript

DragonScript is a general purpose scripting language with a set of modules developed specifically for writing games. Its design was driven by the following guidelines:

	*  Simple syntax with little amount of keywords and quick to type</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 19 Jun 2025 20:23:38 +0000</pubDate>
        </item>
        <item>
            <title>newprejext</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:newprejext?rev=1710435475&amp;do=diff</link>
            <description>Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; New Project

Overview

The DragonScript Scripting Module allows you to create a Game Project based on the DragonScript Language.

The scripts written for your game project run in one large Script Environment. You do not attach loose scripts to objects to provide functionality. Instead all scripts are compiled at once when the game is launched and your game project starts by instantiation a subclass of</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:57:55 +0000</pubDate>
        </item>
        <item>
            <title>newproject</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:newproject?rev=1741603896&amp;do=diff</link>
            <description>dragonscript igde project gettingstarted

Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; New Project

DragonScript Scripting Language: New Project

The DragonScript Scripting Module allows you to create a Game Project based on the DragonScript Language.

The scripts written for your game project run in one large Script Environment</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 10 Mar 2025 10:51:36 +0000</pubDate>
        </item>
        <item>
            <title>newprojext</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:newprojext?rev=1710435519&amp;do=diff</link>
            <description>Start Page &gt;&gt; DragonScript Scripting Language &gt;&gt; New Project

Overview

The DragonScript Scripting Module allows you to create a Game Project based on the DragonScript Language.

The scripts written for your game project run in one large Script Environment. You do not attach loose scripts to objects to provide functionality. Instead all scripts are compiled at once when the game is launched and your game project starts by instantiation a subclass of</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:58:39 +0000</pubDate>
        </item>
        <item>
            <title>simpleconversation</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:simpleconversation?rev=1754916629&amp;do=diff</link>
            <description>graphic skin texture fileformat

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Simple Conversation

Simple Conversation



Video explaining what simple conversation are, what they can be used for and how they are created. Shown using Epsylon game project which uses simple conversation a lot.

Simple conversations provide a quicker and easier way to create simple conversations compared to the</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 11 Aug 2025 12:50:29 +0000</pubDate>
        </item>
        <item>
            <title>statemachines</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:statemachines?rev=1747408225&amp;do=diff</link>
            <description>graphic skin texture fileformat

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; State Machines

State Machines

State machines define game logic using a set of states with transitions leading from one state to the other. Transitions are triggered by sending events to the state machine. A state machine is defined by the state it is located in right now. In contrary to behavior trees stats machines only run when an event is sent. This makes state machines more efficient than behavior tree…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 16 May 2025 15:10:25 +0000</pubDate>
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