Describe keep children and the children output of Destroy

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
adminandClaude Opus 5.5 committed 2026-09-26 21:45:33 +02:00
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@@ -142,7 +142,7 @@ playing use the same two words.
same for two numbers, and for a number against a typed text that is a number, like `130`), `And/Or/Not`, `Key is down`,
`Mouse position`, `Mouse button`, `Is hovered`, `Is touching`, `Get velocity`, `Current state` (name and id), `Is in state` (one boolean per state) ·
actions `Move` (dx, dy, scale, dt — connect an event's dt for per-second movement; in the object's own axes, which a turned parent turns too; with *Collide with solids* it slides along what it hits, less friction, and outputs `blocked x/y`, `hit` and the contact `normal x/y`, see [Colliders](Colliders)), `Set position`, `Spawn`
(asset input + x/y/z, optional parent → outputs the new object; the asset is picked on the node or arrives over an edge, from an `Asset` node, a variable or a list item. A pick saved while it was still a setting reads as that input's value, so older projects spawn as before; the same holds for the asset of `Is asset`), `Destroy`, `Emit` (starts a particle source over, see *Particles*),
(asset input + x/y/z, optional parent → outputs the new object; the asset is picked on the node or arrives over an edge, from an `Asset` node, a variable or a list item. A pick saved while it was still a setting reads as that input's value, so older projects spawn as before; the same holds for the asset of `Is asset`), `Destroy` (removes the object with everything below it; with **keep children** on, only the object goes: its children move up to its parent (top level when it had none) and keep their place, rotation and size in the world, and the output `children` is the list of them, nearest level only. Its behaviors and its rigidbody go with it either way. In the editor run, children that are content of a placed container move up for the run only: their place belongs to the template, so the scene does not learn it), `Emit` (starts a particle source over, see *Particles*),
`Play sound` / `Stop sound` (see [Sounds](Sounds): the asset says how loud and whether it loops, the node's
`volume` multiplies that and its `loop` either leaves it alone or overrules it in either
direction; every play is a voice of its own, so two in a row overlap, and the voice ends with the