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Paths

New in 1.64. Add ▸ Path puts a Path in the scene: a thin amber line through a few points. Things walk along it — guards, animals, a camera, a moving platform. Every person in the session sees each walker in the same place at the same moment.

A Path is not a spline: a spline is a shape (a road, a pipe, a rail), a Path is a route with a timetable — where to wait, how fast to go, where to jump, what to announce on arrival.

Editing the points

Select the Path and press Edit points in the Inspector.

  • Drag a point to move it. Click the small marker halfway between two points to add a point there.
  • Add points (toolbar): each click in the scene adds a point at the end. Esc stops adding (the click banner at the top of the view says it is armed).
  • Ctrl-click or Shift-click picks several points; Ctrl+A picks them all. With more than one point picked, the gizmo moves, turns or scales them together.
  • Delete removes the picked points (a Path keeps at least two).
  • Reverse walks the other way; every wait and event stays on its own point.
  • Split at point cuts the Path in two there (a closed Path opens there instead). Join with adds another Path onto the end of this one.

What each point can say

Pick one or more points and set, in the Inspector:

Field What it does
Wait Seconds a walker stands at this point
Speed after Metres per second on the stretch after this point (empty = the Path's speed)
Ease after Linear, speed up, slow down, or both, on the stretch after this point. The stretch still takes the same time
Jump The walker skips straight to the next point, with no walking in between
Facing The direction to face while waiting
Event A name sent when a walker arrives here. An On Path Event node hears it

The Path's settings

  • Walk: Loop (round and round; an open Path jumps back to the start), Ping-pong (there and back), Once (walks when its Path patrol node is triggered, or when a game round starts), Random (a random next point each time; the seed picks which random order).
  • Speed, Smooth (a curve through the points, or straight lines), Closed (join the last point to the first).
  • Show in Play: Paths are hidden while playing unless this is on.
  • Preview walkers: off holds the walkers still while you work on the scene. Walkers on the Path you are editing always hold still.
  • Scrub: a ghost shows where a walker would be at any moment of the round.

Making something walk

Add a Path patrol node to the object's flow and pick the Path (or wire a Path into its path input). Offset starts this walker that many seconds along, so several guards can share one Path. Face along the path turns the walker the way it is going.

A Path patrol made before 1.64 still walks its clicked waypoints. Its card offers Convert to a Path: the waypoints become a Path you can edit, and the walk stays exactly the same.

The Guard recipe makes a square Path round the selected object and sets it walking in one step.

For agents

create_path (on the Claude connector: create_shape with action: "path") takes world points, each a plain [x, y, z] or {pos, wait, speed, ease, jump, event, facing}, plus walk, speed, closed, smooth, show_in_play, seed, name, and walkers (object ids that start walking it at once, spread by offset seconds).