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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:

  1. Give the sign an Oscillate node: axis z, amplitude 15, period 2.5, pivot top — it hangs from its top edge.
  2. Give the bell an On Click wired into a second Oscillate's trigger: amplitude 30, period 0.8, damping 3, pivot top.
  3. Press Play and click the bell: it swings hard and comes to rest, for everyone.