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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -104,6 +104,10 @@
{
"date": "2026-07-07",
"summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names"
},
{
"date": "2026-07-10",
"summary": "Expanded visual effect pages (CRT, drop-shadow, god-rays, kawase-blur, outline, rgb-split, tilt-shift) with use cases and 2D-only notes; clarified object effect availability"
}
]
}
4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,10 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

It combines several classic screen artifacts in a single effect: horizontal scanlines, screen curvature, vignetting (darkened corners) and animated noise. The scanlines and noise animate on their own, which is useful to recreate a retro arcade look or to add texture to a pause/game over screen.

This is a 2D-only effect: it can be applied to a layer (affecting everything drawn on it) or to a single 2D object.


## Reference

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6 changes: 5 additions & 1 deletion docs/gdevelop5/all-features/effects/drop-shadow/index.md
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# Drop shadow effect

Add a drop shadow under your object's visible on the layer.
Add a drop shadow behind your object, following the shape of its non-transparent pixels (not just a rectangle).

![](drop-shadow-effect.png)

You can control the shadow's color, its transparency, how far it is offset from the object, the direction of that offset (rotation, in degrees) and how blurred it is. This is handy to make an object stand out from its background, to suggest that it is floating, or to draw a simple ground shadow.

Applied to a layer, the shadow is drawn behind every object on that layer at once. This is a 2D-only effect.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,8 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

The rays animate continuously (you can slow them down, speed them up or pause them). You can set the angle the rays come from and their source position, and choose between *parallel* rays (like distant sunlight) or rays spreading from a point (like a spotlight). This is a 2D-only effect, typically applied to a layer to light a whole scene.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
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Expand Up @@ -2,6 +2,8 @@

This is a faster version of the traditional "Blur" effect. It's recommended that you use this one rather than the "Gaussian" blur effect.

Common uses are blurring a background layer behind a menu or pause screen, or creating a depth-of-field / focus effect. Because it's cheap to render, you can also animate the blur strength with events (for example, progressively blurring the game while a menu opens). This is a 2D-only effect.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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Expand Up @@ -4,6 +4,8 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

The outline traces the shape of the non-transparent pixels, and you can choose its color and thickness. Applied to a single object instead of a layer, it's a common way to highlight an item the player can pick up or select — for example, switching the outline on when the object is hovered or reachable, and off otherwise. This is a 2D-only effect.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
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Expand Up @@ -4,6 +4,8 @@ Separate each component's RGB(red, green, blue) colors and display them on the s

![](rgb-effect.png)

This is also known as *chromatic aberration*. Each of the red, green and blue channels can be offset independently on the X and Y axes. It's often used for glitch effects, damage/hit feedback, teleportation or a retro screen look. Animating the offsets with events (for example a short pulse when the player is hit) makes the effect feel dynamic. This is a 2D-only effect.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
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Expand Up @@ -4,6 +4,8 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat

![](tilt-shift-effect.png)

A sharp horizontal band is kept in the middle while the areas above and below it are blurred. The *blur* controls how strong that blur is, and the *gradient blur* controls how gradually the image transitions from sharp to blurred. This is a 2D-only effect.


## Reference

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4 changes: 4 additions & 0 deletions docs/gdevelop5/objects/effects/index.md
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Expand Up @@ -27,6 +27,10 @@ The window now shows the parameters for the effect - these parameters depends on

You can let the default parameters or change them now.

!!! note

The list of available effects depends on the object: 3D objects show 3D effects, while 2D objects (Sprite, Text, Tiled Sprite...) show 2D effects like Blur, Outline, CRT or Drop shadow. A few effects (such as Radial blur, Twist and Zoom blur) can only be applied to a [layer](/gdevelop5/interface/scene-editor/layer-effects), not directly to an object.

## Try the game with the effect

Launch a preview to see the effect applied. The effect is applied on all the instances of the object you edited.
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