diff --git a/Behaviors.md b/Behaviors.md index fef1623..463e183 100644 --- a/Behaviors.md +++ b/Behaviors.md @@ -3,7 +3,11 @@ area (the **Scene** tab shows the editable scene, the **Game** tab the running g arrows, control flow) and **data** (coloured circles; `number`, `boolean`, `string`, `object`, `list`, `struct`, `any`). Event nodes start a pulse; the interpreter follows exec edges and pulls data inputs lazily from connected outputs. Unconnected data inputs use the inline value -shown on the node and editable in the inspector. +shown on the node and editable in the inspector. Nothing typed in, an input carries the zero of +its kind (0, false, empty text, an empty list), and the node shows that value beside the name: +empty text and an empty list read `(empty)`. An unconnected `object` or `struct` input has +nothing to type in and carries null, which the node shows as `(null)`. Live output values while +playing use the same two words. - **Variables** are the behavior's own property schema (`BehaviorAsset.variables`): they appear in the inspector, can be overridden per placed instance, and each running instance