Oscillate / Swing
Swings or bobs the connected object back and forth on one axis — a sign hanging from a hook, a pendulum, a buoy, a struck bell. Without a trigger it runs forever; with one, each pulse starts a swing that dies away.
Since 1.64.
Output: effect (wire into an Object Selector, or leave it in an object's own flow)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| trigger | event | start a swing now (On Click into here). Wired: the object rests until the first pulse, and damping makes each swing die away |
Parameters
| Parameter | Default | Range |
|---|---|---|
| property | rotation | rotation (swing), position (bob) or scale (breathe) |
| axis | z | x, y, z (in the object's own frame) or all (scale only) |
| amplitude | 20 | degrees for rotation, metres for position, a fraction for scale |
| period | 2 | seconds per full swing |
| phase | 0 | 0 – 1 of a period, so copies swing out of step |
| damping | 0 | how fast a triggered swing dies away (0 = never); ignored without a trigger |
| wave | sine | sine (smooth), triangle (even speed) or bob (up and back, never below rest) |
| pivot | top | turn about one of the object's faces (top = it hangs from its top edge) or its origin |
The swing is a pure function of the shared clock (and of the trigger's stamp), so every player sees the same swing at the same moment. A damped swing settles to exactly its resting pose.
Practical example
A shop sign that sways, and a bell you can ring:
- Give the sign an Oscillate node: axis z, amplitude 15, period 2.5, pivot top — it hangs from its top edge.
- Give the bell an On Click wired into a second Oscillate's trigger: amplitude 30, period 0.8, damping 3, pivot top.
- Press Play and click the bell: it swings hard and comes to rest, for everyone.