Nodes
While you’re building and decorating, you can instantly add interactivity—no context switch required. Just click the Interactions tab to open the visual node-graph editor. From there, drag and drop items from the left panel onto the canvas to wire up behavior. The left panel is split into three sections for defining your world’s logic:
Triggers – External kick-offs like chat commands, hotkeys, or API calls
Nodes – In-world logic (events, conditions, math, transforms)
Actions – What happens next (camera swaps, object spawns, sounds, animations)

mtion’s node-graph editor turns interaction design into a simple drag-and-drop workflow—no coding required. On the canvas, link Triggers / Nodes with Actions to build everything from quick toggles to full-blown game mechanics. Below, we’ll explore each category in detail:
1. Triggers
These are the “external” kick-offs—events that originate outside the world’s own logic. Use them for livestream and input hooks:
Chat: When connected to your Twitch account, this trigger listens for chat messages—commands, keywords, or any text—and fires in-world events based on those inputs.
Channel: After connecting your Twitch account, this trigger fires whenever viewers redeem channel points—letting you tie those redemptions to in-world events.
Hotkeys: Assign specific keyboard keys or combinations that you and your players can press to activate in-world interactions.
API: This allows you to set up external API calls to trigger in-world events and interactions. More details on how to set it up, refer to External Triggers.
2. Nodes
Nodes, along with Triggers and Actions, can be combined to build game logic and mechanics. Below is detailed information on each type of node. All nodes can be placed multiple times on the node graph.
2.1 Event
Event node type refers to a set of nodes that initiate specific actions within the experience you're creating. Each event node serves a unique purpose, which we'll explore in detail below.
2.2 Producer
Producer nodes are your “signal generators” in mtion’s node-graph. They take an Entry input (often a trigger like On Start) and produce either:
Discrete Pulses:
Pulse emits a steady stream of ticks at a set frequency when enabled.
Repeater fires a fixed number of pulses each time it’s triggered.
Counter emits a pulse and increments its internal count on each entry.
Continuous or Ramp Signals:
Ramp interpolates smoothly from 0→1 over a specified duration, optionally reversing with PingPong.
Sine Producer outputs a looping sine-wave value (–1…1) at a given frequency and phase.
Noise Producer emits smoothly varying random values over time.
2.3 Transform
Transform nodes let you shape and control the flow of signals by adding delays, randomness, gating, and more. They take an incoming pulse or value and modify when—or if—it gets passed along:
Random Event: Fires an output only when a randomized condition is met, introducing chance into your logic.
Delay Event: Holds an incoming pulse for a set time before forwarding it, perfect for timed offsets.
Choke: A simple pass-through splitter.
Gate: Opens or closes a passage based on a Boolean input, letting you enable or block signals dynamically.
2.4 Math
Math nodes let you perform numeric operations and generate values to drive your interactions. Whether you need basic arithmetic, random numbers, or value remapping, this group has you covered:
Add / Subtract / Multiply / Divide: Combine or scale numeric inputs for calculations like score totals, health adjustments, or dynamic thresholds.
Mod: Compute remainders—useful for looping counters or dividing events into cyclic phases.
Random Number: Generate a one-off random value within a range for unpredictable behavior.
Remap: Convert a value from one range to another (e.g., turn a 0–1 ramp into a 0–100 percentage).
Use Math nodes to fine-tune data, drive conditional logic, and craft dynamic, data-driven gameplay—all without writing a line of code.
2.5 Number
Number nodes let you compare numeric values and branch your logic based on relational tests. Currently, the Numeric Comparison node is your go-to for checking if one value is greater than, less than, equal to, or otherwise related to another.
2.6 Text
Text nodes provide string-handling tools to manipulate and inspect text data within your interactions. Whether you need to build dynamic messages, extract information, or combine multiple text pieces, this group has you covered:
Text Search: Check if a target substring exists within a larger string.
Text Regex: Use regular expressions to match patterns or capture parts of a string.
Text Append: Concatenate multiple strings or variables into one combined message.
Use Text nodes to drive chat-based commands, build on-screen prompts, or parse user input—all without writing any code.
2.7 Bool
Bool nodes handle true/false logic, letting you combine, invert, or compare Boolean values to control your world’s flow:
AND: Fires only when both inputs are true.
OR: Fires when at least one input is true.
EQUAL: Fires if both inputs match (both true or both false).
NOT: Inverts a single Boolean input (true → false, false → true).
Use Bool nodes to build complex conditional checks—gate interactions, validate multi-step requirements, or toggle behaviors based on multiple criteria—all without writing a single line of code.
2.8 Object
Object nodes provide hands-on control over in-world entities, letting you compare, transform, queue, and detect interactions with your scene objects. Whether you need to move a prop, toggle visibility, or react to collisions, this group has you covered:
Object Equals: Check if two object references match.
Move / Rotate / Scale Object: Programmatically transform objects in space.
Set Enable State: Turn an object’s interactive scripts on or off.
Set Visible State: Show or hide objects without disabling their behavior.
Object Queue: Sequence object activations or spawns in a specific order.
On Collision: Trigger events when two objects collide.
Use Object nodes to dynamically manipulate your world’s elements and build rich, responsive interactions—all without writing a line of code.
2.9 Constants
Constants nodes let you inject fixed values into your logic graphs without needing external inputs. They serve as static building blocks across data types:
Text: Define unchanging strings for labels, messages, or regex patterns.
Numeric: Provide fixed numbers for calculations, thresholds, or remap boundaries.
Bool: Supply true/false flags to gate logic or set initial states.
Object: Reference a specific scene object for comparisons, transforms, or event monitoring.
Use Constants nodes whenever you need a reliable, hard-coded value in your interactions—perfect for default settings, test values, or stand-alone logic.
2.10 Meta
Meta nodes help you organize and document your node graphs without affecting logic or gameplay:
Note: Place free-form text annotations anywhere on the canvas to explain, label, or leave reminders.
Group: Visually bundle related nodes into collapsible sections, making complex graphs easier to navigate and maintain.
Use Meta nodes to keep your interactions clean, well-documented, and structured—especially as your projects grow in size and complexity.
2.11 Utility
Utility nodes provide helpful shortcuts and integrations to extend your graph’s functionality without custom coding:
Open Website: Launches a URL in the user’s default web browser—perfect for linking out to documentation, external dashboards, or live data feeds directly from your world.
3. Actions
The Actions section lists every element-specific command you can fire in response to your logic graph. Organized by tabs—Toys, Cameras, Displays, Lights, Props, Shapes, Avatars, Timeline, Audio Sources, and Groups—each tab exposes the actionable items available in your world.
Filter by Category: Click any tab to narrow down to that element type.
Expand & Drag: Open a category folder (e.g., “Props”) and drag a specific action (like “Explosive Barrel”) onto the canvas.
Customizable Outputs: Each action node connects to your graph via an Entry trigger and fires its Output when activated.
Use the Actions panel to wire up everything from spawning effects and toggling objects to playing sounds and swapping cameras—whatever you’ve placed in your world can be controlled here.
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