Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 4 additions & 0 deletions automated_updates_data.json
Original file line number Diff line number Diff line change
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": "2026-07-16",
"summary": "Expanded layer/object effect docs (CRT, drop shadow, god rays, Kawase blur, outline, RGB split, tilt shift) with key setting explanations and padding-clipping tips"
}
]
}
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,8 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

Apply it to a layer to give your whole game a retro, arcade look. The effect combines several elements you can dial in independently: **curvature** bends the screen like a real tube, **vignetting** darkens the corners, and **noise** adds static. You can also animate the scanlines: set the **Interlaced Lines Speed** to make them scroll, and the **Noise Frequency** to control how often the static is refreshed (set it to 0 to freeze the noise).


## Reference

Expand Down
8 changes: 7 additions & 1 deletion docs/gdevelop5/all-features/effects/drop-shadow/index.md
Original file line number Diff line number Diff line change
@@ -1,9 +1,15 @@
# Drop shadow effect

Add a drop shadow under your object's visible on the layer.
Add a drop shadow behind your object (or behind everything visible on a layer).

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

Use the **distance** and **rotation** to control how far the shadow is cast and in which direction, and the **color** to tint it. Enable **Shadow only** to hide the original image and keep just the shadow — useful for building fake ground shadows as separate objects.

!!! note

If the shadow looks cut off at the edges of the object, increase the **Padding**: it enlarges the area the effect is allowed to draw into.


## Reference

Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
Original file line number Diff line number Diff line change
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)

Set the **Center X**/**Center Y** to position the light source and the **Angle** to tilt the rays. Disable **Parallel** to make the rays radiate outward from the center point (like sunbeams from a single spot) instead of falling as parallel beams. The rays shimmer over time; use the **Animation Speed** to control this (0 pauses the animation).


## Reference

Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
Original file line number Diff line number Diff line change
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.

Increase the **Blur** for a stronger effect and the **Quality** for a smoother result (at the cost of performance). The **Pixelize X** and **Pixelize Y** settings let you blur more along one axis than the other, which is handy for a directional or motion-like blur.


## Reference

Expand Down
6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,12 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

Set the **Thickness** and **Color** of the outline to match your art style — for example a thin white line to highlight a selected object.

!!! note

A thick outline can be clipped at the edges of the object. If that happens, increase the **Padding** to give the effect more room to draw.


## Reference

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

![](rgb-effect.png)

Each color channel has its own X and Y offset, so you can push the red, green and blue independently to control the direction and strength of the aberration. Small offsets give a subtle glitchy or damaged-screen look; larger ones create a strong retro/3D-glasses effect.


## Reference

Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
Original file line number Diff line number Diff line change
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)

The **Blur** controls how strong the blur is, while the **Gradient blur** controls how gradually the image transitions from the sharp band in the middle to the blurred top and bottom.


## Reference

Expand Down