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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": "2026-07-09",
"summary": "Improved layer/object effect docs (CRT, God rays, RGB split, Kawase blur, Drop shadow): added use cases, animation-over-time and per-channel offset notes, 2D-only clarification, and fixed a broken drop-shadow sentence"
}
]
}
8 changes: 8 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,14 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

The effect combines several elements you can mix to taste: scanlines, screen curvature, a vignette darkening the edges and static noise. It can also **animate over time** — the scanlines can scroll and the noise can flicker — to reproduce the look of a live, unstable old TV signal rather than a static picture.

!!! tip

Effects can be turned on and off or have their parameters changed with events while the game runs. For instance, you can leave the CRT effect subtle most of the time and briefly increase its noise or curvature when the player takes damage or a scene glitches.

This is a 2D-only effect: it can be applied to 2D objects and 2D layers.


## Reference

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4 changes: 3 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 whatever is drawn, following the shape of your object (or of everything on the layer when used as a layer effect).

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

You can control the shadow's direction and distance, its blur (soft vs. sharp), and its color and opacity. It's handy to make sprites, text or UI elements stand out from the background and give a sense of depth. This is a 2D-only effect.


## Reference

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4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,10 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

The rays can be **parallel** (like distant sunlight coming from an angle) or radiate from a chosen center point (like a nearby light source), and their tint can be adjusted. Set the animation speed above zero to make the rays gently shimmer and drift over time, which gives a much more atmospheric, living result than a static beam.

This is a 2D-only effect. It's often used as a layer effect on a background or lighting layer to add mood to a 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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This is a faster version of the traditional "Blur" effect. It's recommended that you use this one rather than the "Gaussian" blur effect.

Typical uses include blurring a background to create a depth-of-field look, softening a paused-game or menu layer so the foreground UI stands out, or blurring an object to suggest speed or that it's out of focus. You can also animate the blur strength with events, for example to progressively blur the game while a pause menu fades in.


## Reference

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4 changes: 3 additions & 1 deletion docs/gdevelop5/all-features/effects/rgb-split/index.md
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# RGB split effect

Separate each component's RGB(red, green, blue) colors and display them on the screen with an offset:
Separate each component's RGB (red, green, blue) colors and display them on the screen with an offset:

![](rgb-effect.png)

This reproduces the "chromatic aberration" look where colors bleed apart. It's commonly used for glitch effects, retro/VHS aesthetics, or as short feedback when the player is hit or an ability is triggered. Since each color channel has its own offset, you can change these offsets with events to make the effect pulse or intensify at key moments.


## Reference

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