# Behaviour & Component Parameters

## What are Parameters?

Behaviours and components are bundled packages of logic. Within each are a set of **parameters,** or variable settings, to customize the way they work.

### Edit Logic Button

{% hint style="danger" %}
**By default, some parameters will not be not displayed.** Press the **Edit Logic** button to open all parameters for full customisation potential.
{% endhint %}

<figure><img src="/files/JsnNmun2MI1VD4AR6ABb" alt=""><figcaption></figcaption></figure>

## Parameter Types

{% tabs %}
{% tab title="Toggle" %}

### Toggle

**Use:** Defines the state of an object. Turns something **ON (TRUE)** or **OFF (FALSE).**

**How to Interact:** Click to switch back and forth between\\

**Example:** A Health Component toggle controls whether the object is invincible or not.

<figure><img src="/files/C6qUizZ9CK9yIvZwl8Gk" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Slider" %}

### Slider

**Use:** Selects a number within a predefined range, or minimum and maximum values.

{% hint style="info" %}
The range is determined by the behaviour or component type and the Attributes of the asset.
{% endhint %}

**How to Interact:** Click and drag the slider left to decrease or right to increase the number.

**Example:**&#x20;

In the [**Health**](/en/creator/game-maker/docs/components/status/health.md) component, objects with a higher defense Attribute will have a larger range in the health slider.

<figure><img src="/files/meAbeegnvahI2IpoXHBm" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Dropdown" %}

### &#xD;Drop Down&#xD;

**Use:** Choose from or add to a list of multiple **text-based selections**.

{% hint style="info" %}
Some text-based options will be **pre-defined**, and some accept a **custom input**.
{% endhint %}

**How to Interact:** Click on the Drop Down to open it, then select a pre-defined option or add an option if possible.

**Example:** The Speaker Component's Drop Down allows you to choose 'Detect Entity' or 'Wait for Message.' If you choose 'Wait for Message,' a second menu will open and allow you to choose a pre-existing option or create a new one.

<figure><img src="/files/5hrts6JB5o3VY4zVKQ6G" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Text" %}

### &#xD;Long and Short Text&#xD;

**Use:** Entering custom text. Most text parameters permit [**rich text formatting**](/en/creator/game-maker/creative-guides/logic-guide/text-quests-and-icons.md#text-formatting).

{% hint style="info" %}
This option may vary from changing a short name for an object to creating a paragraph of text for your Experience's story.
{% endhint %}

**How to Interact:** You may need to select *'Rename'* from a menu or click in a text box and begin typing for this kind of parameter. Test with the TAB key to be sure it appears properly.

**Example:** An **Asker Behaviour** allows for a short text entry for the *'Speaker Name'* and a longer text entry for the *'Question.'*

{% hint style="info" %}
You may add more text to short text boxes, but it won't display properly.
{% endhint %}

<figure><img src="/files/RleRKHSEooC50WOaqiAF" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Menus" %}

### Menus

**Use:** Open a pop up window to select an option. This mainly for choosing Behaviours, Components, assets to spawn, specific assets in an experience, etc.

**How to Interact:** Click on the icon that looks like a pencil inside of a square to open a menu.

**Example:** For the **Asset Spawner** Behaviour, click on the field next to *'Asset to Spawn'* to open a window and choose an asset to spawn from your Library. Below this, you can select the behaviour for the spawned object by clicking on the pencil to open the window of behaviour options.<br>

<figure><img src="/files/cL9xsK8WCidmRGL6Nfn8" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Numerical" %}

### Numerical

**Use:** When a number is required for logic to function properly. This parameter is also available with most sliders for convenience.

**How to Interact:** Click on the box and type the number value.

**Example:** The Asset Spawner Behaviour allows you to offset where an object is spawned in relation to the object with this behaviour, by modifying X, Y, and Z values.

<figure><img src="/files/Om8up1Wl6W3ueCxD59Bq" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Target (Broadcast Type/Filter)" %}

## Broadcast Types <a href="#creating-custom-messages" id="creating-custom-messages"></a>

In any behavior or component, setting the **Broadcast Type** allows you to choose the message's destination precisely:

* **All** - All objects, quests, rules, etc.
* **Everyone in Range** - Every object within the range you specify\
  ![](/files/5umWZCCe1JPW2RqbaLfJ)
* **Specific Tags in Range** - Every object within the range you specify with specific tags applied\
  ![](/files/TlCnjmdwNQPNSSAqkDxJ)
* **Selected Actors** - Specific objects (an instance of an asset)\
  Click ![](/files/wsIRxJsmotitVkWITQMp) to select an Object placed in the Experience as the Target. Press <img src="/files/9r1klje7KtQEtYjVfydZ" alt="" data-size="line"> to remove a Target from the list.\
  ![](/files/Pj3AmlA6vtAVaoT0R7jn)
* **Collided/Hit Actors** - Send to objects a [**Projectile**](/en/creator/game-maker/docs/behaviours/movement/projectile.md) behavour or [**Raycast**](/en/creator/game-maker/docs/components/gameplay/raycast.md) component has detected collision with
* **Self** - The object which broadcasted the message
* **Team** - Select an existing team, defined by [**Spawn Point**](/en/creator/game-maker/docs/behaviours/basic-logic/spawn-point-and-avatars-feature.md) behavior
  {% endtab %}
  {% endtabs %}

## Parameter Information

### Color & Font&#xD;

A parameter with white text doesn't depend on another parameter within that behaviour.

A parameter with *<mark style="color:green;">green and italicised</mark>* text depends on the last white parameter above it.

**Example:**

[**Health component**](/en/creator/game-maker/docs/components/status/health.md) - When **Death Event** is set to **Destroy**, the green label *<mark style="color:green;">Death Delay</mark>* appears below it for customisation. If **Death Event** is set to **Game Over**, *<mark style="color:green;">Death Delay</mark>* will not be available.

<figure><img src="/files/qPwWzp8HceOXbKAyCAcB" alt=""><figcaption></figcaption></figure>

### Gizmos&#xD;

When a **parameter** within a Behaviour or Component has a **coloured square** or a **coloured circle** before its name, it means that it’s **linked to a gizmo**.

A **Gizmo** is a shape used for controlling and visualising parameters.

**Example:**

The image below shows how parameters are visualised for **Citizen Behaviour**. A blue cube represents the Object's **Walking Zone** and a red circle represents the zone of **Enemy Detection**.

<figure><img src="/files/MVqwSa3NQ3dzs48iZeiJ" alt=""><figcaption><p>Gizmos help visualise an Object's parameters.</p></figcaption></figure>

{% hint style="info" %}
**Gizmos** are only displayed in Editor Mode when an Object is selected.
{% endhint %}

Gizmos help identify the direction and orientation of an Object in 3D space as well as information such as distances from an Object.

**Example:**

An Object with **Message Broadcaster** Behaviour has a yellow circle linked to the **Broadcast Range parameter** to help visualise how far a **Message** will be sent by it.

{% hint style="warning" %}
The gizmo shape and colour is always the same as the indicator next to the parameter it's linked to.
{% endhint %}


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