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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": "2026-09-10",
"summary": "Enhanced visual effect docs (CRT, drop shadow, god rays, Kawase blur, outline, tilt shift, RGB split, pixelate, displacement): explained key settings, animation, and 2D-only limitation"
}
]
}
7 changes: 7 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,13 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

The look can be tuned with the effect settings: the **line width** and **line contrast** control the visible scanlines, **noise** adds grain (with **vertical lines** enabled for a broken-signal look), and **curvature**, **vignetting** and **vignetting blur** bend and darken the edges to mimic a curved screen.

The scanlines and noise can also be animated over time. **Interlaced lines speed** scrolls the scanlines (0 pauses them), and **noise frequency** sets how many times per second the grain is refreshed.

!!! note

This effect only works on 2D layers and objects.

## Reference

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5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/effects/displacement/index.md
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Expand Up @@ -12,6 +12,11 @@ You can use this effect to apply all manner of warping effects. Currently, the `

> It uses the values of the displacement map to look up the correct pixels to output. This means it's not moving the original. Instead, it's starting from the original output and displays the screen differently based on the displacement map. For example, if a displacement map pixel has red = 1 and the filter scale is 20, this filter will output the pixel approximately 20 pixels to the right of the original.

The **scale on X axis** and **scale on Y axis** settings control how strong the displacement is on each axis (in pixels). Set one of them to 0 to warp the image only horizontally or only vertically.

!!! note

This effect only works on 2D layers and objects.

## Reference

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7 changes: 7 additions & 0 deletions docs/gdevelop5/all-features/effects/drop-shadow/index.md
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Expand Up @@ -4,6 +4,13 @@ Add a drop shadow under your object's visible on the layer.

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

The shadow is positioned with the **distance** (how far it is offset) and **rotation** (the direction it is offset towards, in degrees). Its softness is set by **blur**, its transparency by **alpha**, and you can pick the **color of the shadow** to match your art style.

Enable **shadow only** to hide the original image and keep just the shadow. This is useful, for example, to render a separate ground shadow that you can offset and squash independently from the object casting it.

!!! note

This effect only works on 2D layers and objects.

## Reference

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7 changes: 7 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,13 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

The rays start from a source position set by **center X** and **center Y**, and their direction is controlled by the **angle**. **Gain** and **lacunarity** change how dense and detailed the rays look, and **light** sets how far they reach.

By default the rays are **parallel** (like distant sunlight). Disable this option to make them spread out from the center point, as if coming from a nearby light. The rays are animated over time: use **animation speed** to make them shimmer (0 pauses the animation).

!!! note

This effect only works on 2D layers and objects.

## Reference

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5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
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Expand Up @@ -2,6 +2,11 @@

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

The **blur** setting controls how strong the blur is, while **quality** sets how many passes are used to smooth it (higher values look better but cost more performance). The **pixelize X** and **pixelize Y** settings can stretch the blur horizontally or vertically for a directional, motion-like effect.

!!! note

This effect only works on 2D layers and objects.

## Reference

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5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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Expand Up @@ -4,6 +4,11 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

The outline follows the visible (non-transparent) pixels of the image, so it works well on sprites with transparency. Set its **thickness** and its **color** to match your art style. Applied to a single object, this is a common way to highlight the currently selected or hovered item.

!!! note

This effect only works on 2D layers and objects.

## Reference

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6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/pixelate/index.md
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Expand Up @@ -4,10 +4,16 @@ Applies a pixelated effect, making display objects appear 'blocky'.

![](pixelate-effect.png)

The **size** setting is the width and height (in pixels) of each block: larger values give a coarser, more pixelated look. Changing this value at runtime with events lets you animate the effect, for example to progressively pixelate the screen during a transition.

!!! note

For pixel-perfect or 8-bitgames, you can change the **Scale mode** options in your [game properties](/gdevelop5/interface/project-manager/properties) instead of using this effect.

!!! note

This effect only works on 2D layers and objects.


## Reference

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7 changes: 7 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
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Expand Up @@ -4,6 +4,13 @@ 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 (in pixels), so you can control exactly how far the red, green and blue copies are shifted apart. The further they are offset, the more pronounced the chromatic aberration looks.

Because the offsets can be changed at runtime with events, this effect is often animated to create glitch, damage or teleport transitions (for example by briefly increasing the offsets, then bringing them back to 0).

!!! note

This effect only works on 2D layers and objects.

## Reference

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5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
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Expand Up @@ -4,6 +4,11 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat

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

The **blur** setting controls how strong the blur is at the top and bottom, leaving a sharp horizontal band in focus across the middle. The **gradient blur** controls how gradually the image goes from sharp to blurry: small values give an abrupt transition, large values a smooth one.

!!! note

This effect only works on 2D layers and objects.

## Reference

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