In GDevelop, everything on the screen is an object. This includes — but is not limited to — the playable character, enemies, and parts of the environment.

You can create different types of objects for different purposes. For example, Sprite objects add animated graphics to a game, while Text objects add text to a game.

You can also use behaviors to add functionality to objects and create events that affect an object's attributes (position, size, etc).

List of objects

This section lists the different types of objects, each of which serves a unique purpose.

Refer to the linked pages to learn more about each type of object.

Experimental objects

This section lists experimental objects. They're under development and are more likely to change than the non-experimental objects.

Creating an object

  1. Open the Scene editor. This is the default view after creating a new project.
  2. In the Objects panel, select Click to add an object.
  3. In the Add a new object dialog, select a type of object.
  4. Configure the object. The available settings depend on the type of object.
  5. Select Apply.

Adding an instance of an object to a scene

After creating an object, GDevelop doesn't immediately add it to a scene. You need to add the object to the scene via the Objects panel. You can add as many copies of the object to the scene as you like.

Each copy of an object in a scene is referred to as an instance of the object. All instances of an object share the same underlying behavior as the original object, but you can customize them independently of one another. For example, each instance of an object may have a different position in the scene.

Modifying an instance of an object

If you select one or more instances of an object, the Properties panel appears on the left side of the screen. This panel displays information about the selected instance(s).

You can customize the following properties of an object's instance:


All objects have coordinates. These coordinates correspond to the horizontal position (X-axis) and the vertical position (Y-axis) on the Cartesian plane. The X-coordinate decreases as you go to the left and increases as you go to the right. The Y-coordinate increases as you go down and decreases as you go up.


The Angle option defines the rotation of an object in degrees. The following illustration demonstrates how GDevelop understands the angle of rotation:

If you use trigonometric functions like the sine or the cosine, you need to express the angles in radians. (1 radian = 180/PI degrees and 1 degree = PI/180 radians. PI is the number which is approximately equal to 3.14159). You can use expressions ToRad and ToDeg in events to convert between degrees and radians.

Z Order

When objects on the same layer overlap, the Z Order of the object determines whether the objects appear in front or behind one another. For example, an object with a Z Order of 2 appears in front of an object with a Z Order of 1.

In the following image, the Z order of the bush on left is 2, the Z order of the coin is 1, and the Z order of the bush on the right is 0:

The value of the Z Order field can be any integer, including negative numbers and zero.


All objects exist on a layer. Objects are then drawn onto the screen layer-by-layer, from bottom to top. This means an object on the top layer will always appear in front of objects on the bottom layer (even if the objects in the bottom layer have a higher Z Order value).

Typically, background objects, interactive objects (such as the playable character), and UI objects exist on different layers, but there are no strict requirements.

Lock position/angle in the editor

Sometimes, a scene has a lot of objects and it's difficult to select a specific instance. If you enable the Lock position/angle in the editor option, you can no longer select the instance, which makes it easier to select the instance you do want to select.

Instance variables

An instance variable is a variable that's specific to an instance of an object. The Instance variables table lets you define the variables attached to the instance and the values of those variables.

For more information, refer to Object variables.

Custom size

If enabled, you can change the height and width of the object instance. This height and width is distinct from the dimensions of the original object.

Organizing objects into groups

You can organize objects into groups and then refer to all of the objects in that group by a single name.

This makes it possible to create events that applies to lots of objects without repeating events multiple times, increasing performance of your game, maintainability, and readability of your events.

To organize objects into groups:

  1. In the toolbar, select the Groups icon.
  2. Select Click to add a group.
  3. Select the group.
  4. In the Edit group dialog, select the objects to add the group.
  5. Select Apply.

By default, the name of a group is “Group”. To rename a group, right-click the group and select Rename.