Nodes are the core elements of a Project Play scene. Nodes assign logic, order, and relationships to one another. There are two types of nodes and they are depicted in different colors:

· BLUE nodes are the ‘physical’ assets in a scene. They get dropped in the Hierarchy graph (the graph on the left side).

· BROWN nodes control the behavior and relationship between the blue nodes. They can only be placed in the Control Graph (the graph on the right side).

Scenes in Play consist of clusters of nodes that talk to each via Input/Output values.


Add a Node

Find a node:

  • Search: Press the Space bar and type in a node name (this will be your preferred method once you learn the name of the nodes) or ,
  • Browse: from the Node Tab in the Browser where you can see them listed within the various node groups.

Place a node:

  • nodesIf the node is Blue, you drag and drop it in the Hierarchy graph
  • nodesIf the node is brown, you drag and drop it in the Control Graph

When placing a blue node in the Hierarchy graph you must drag the node OVER another node and drop it once you see a small orange connector point displayed; placing it in space will make the node disappear. Where in the hierarchy tree will you place the node will define the future control dependencies between nodes. More on that later.

Delete a node:

Delete Blue nodes any time from the Hierarchy graph (on the left). Delete the brown nodes any time, in the Control Graph (on the right). You cannot delete a blue node in the Control Graph – to do that, you will need to eliminate the Node from the Hierarchy Graph.

Hierarchy Nodes

Hierarchy Nodes

Hierarchy Nodes provide structure and represent physical objects in 3D (or 2D) space. Think of this as the tree structure in your 3D software. They are represented in blue.

Control Nodes

Control Nodes

Control Nodes provide behavior and logic to Hierarchy Nodes. They are represented in brown.


Pins are the input and output properties of a Node. When selecting any node, the node editor changes, displaying parameters (pins) specific to that node. With some nodes, they are pre-set, and with others you can add your own pins. Output Pins can be connected to Input Pins, and vice versa.

Common Pin types:

Vector2 / Vector3 / Vector4

A Pin of a certain type can only link to other Pins of compatible types. Below are some common compatible Pins and how their values are converted:

Boolean to Number: converts to 0 or 1
Number to Boolean: anything but 0 becomes True, otherwise False
Any type to String: convert the value into text
Any type to Event: whenever the value changes, the Event is triggered

User Created Pins

Some Nodes allow you to add custom Pins to its interface. An example of this is the Morpher Node, which lets you add any numerical Pins to its interface, and it will morph the value of those Pins you added.

Morpher Nodes

Currently Available Nodes

Nodes are being regularly added and depreciated. This list will be updated accordingly.