# Logic Editor

**Logic** in **Incari** is what allows us to take our **2D/3D** **Assets** and turn them into fully interactive *User* *Interfaces*. Traditionally, building this kind of complex system was only achievable by writing *a lot* of code. However, by utilizing **Incari's** powerful visual scripting tools, we can build these systems without writing a single line! This section introduces you to some of the core concepts and terminologies of **Incari's** **Logic Editor**.

## 1 - Logic Editor Window

![](/files/fmrhCG7i2Tsb4OpS6ajv)

**Logic Editor** - The main window which contains all things **Logic**-related. It is compartmentalized into several different sections discussed below.

## 2 - Toolbar

![](/files/skSteBVTsPBL6Fuw4wId)

The **Toolbar** shows a list of icons that are used to visualize certain features in the **Logic Graph**. Definitions of the icons are as follows:

![](/files/Iz1Zgyeku10DDn4Nid1i) The **Import blueprint** icon allows you to import a **Logic Graph** saved on your computer into the **Logic Editor**.

![](/files/9nw2DyV8CVx7SdBsWGxn) The **Group** icon clusters **Logic Graphs** into distinct groupings. See a usage example below:

![](/files/WHIl25oC0paLLuPGhBil)

![](/files/aUoiPsSlte32U0GiTZDF) The **Highlight** icon applies a distinct color to sections of a **Logic Graph** that are connected together. **Remove highlight** reverses the action performed by clicking the **Highlight** icon. See a usage example below:

![](/files/2Qz7Z0FWhb0IDPVGLfes)

![](/files/5t4ZXWVxo8FDzNnEVnzt) The **Align horizontally** and **Align vertically** icons will align a **Node Graph** horizontally and vertically, respectively, in the **Logic Editor**. See a usage example below:

![](/files/q4QGa24jt4wPZ0kaDhce)

![](/files/qQyar6DEzlqsHlN7ZPAw)

![](/files/ZWmPipovtvcbReXvASed) The **Arrange horizontally** and **Arrange vertically** icons will arrange a **Node Graph** horizontally and vertically, respectively, in the **Logic Editor**. See a usage example below:

![](/files/ObjqoMOb7002SFz9bjkr)

![](/files/zWh6LBmXxZo0pXxUN1SF)

## 3 - Top Panel

![](/files/76GZj7l0Gpp7P0U9yNis)

The top panel represents **Logic Graphs** that are implemented for different **Incari** items such as the current opened **Project**, the selected **Scene** in the **Project Outliner**, and **Functions** added to the **Logic Editor**. Each **Logic Graph** can be accessed by using the tabs on the top panel.

## 4 - Left Panel

The left panel contains **Nodes** that can be added to the **Logic Editor** and is divided into five sections. These are the **Explorer**, **Toolbox**, **Events**, **Functions**, and **Variables**.

Each section is described below:

{% tabs %}
{% tab title="Explorer" %}
![](/files/RCbVRfzc958boHqJoPPn)

All **Nodes** and **Groups** that are added to the **Logic Graph** will be listed in this section. When an item is picked in this section, the corresponding **Node** is selected in the **Logic Graph**.
{% endtab %}

{% tab title="Toolbox" %}
![](/files/dynDMUf17NDi296c49wB)

The **Toolbox** contains all of the individual tools you will need to create your **Logic**. The function and purpose of all **Nodes** are covered in depth in the **Toolbox** section and it is *highly* recommended that you refer to it to understand how each **Node** functions. In short, the **Toolbox** contains a categorized list of all **Nodes** available at your disposal, which can be added to your **Logic** by double-clicking or dragging and dropping an item into your **Logic Graph**.
{% endtab %}

{% tab title="Events" %}
![](/files/WvYho7I4F4czqDgah5Ba)

An **Event** **Node** can be added to the **Events** tab by clicking on the add icon ![](/files/qqx4MabLYmnUDVcz3smU) located at the top of the panel, then the desired name for the **Event Node** is inserted. You can add the **Event Node** to your **Logic** by dragging and dropping it into your **Logic Graph**. The illustration below describes briefly how **Events** are created in the **Logic Editor**. For a detailed introduction to **Events**, please see [toolbox/events](/incari-studio/2021.5/toolbox/events.md).

![](/files/hdTXO1HI7mNb5FZnS29U)
{% endtab %}

{% tab title="Functions" %}
![](/files/FYIhCCw04Xoc5t1Hf4Ce)

Custom-built **Node Graphs** can be packaged as a **Function** and added to your **Scene** **Logic** in a modular manner. To add a **Function** to the **Functions** tab, click on the add icon ![](/files/ox4zXLBS3zBTO8An03VG) located at the top of the panel and type in the desired name of the **Function**. The illustration below describes briefly how **Functions** are created in the **Logic** **Editor**. For a detailed discussion of **Functions**, please see [toolbox/functions](/incari-studio/2021.5/toolbox/functions.md).

![](/files/aICi2kN8XwHTWpGIu1Cr)
{% endtab %}

{% tab title="Variables" %}
![](/files/u7F0Xtq6dhO0IQUfcfvb)

The **Variables** tab allows us to add **Variables** to the **Logic Editor**. To add a **Variable** to your **Logic Graph**, click on the add icon ![](/files/Hoj6Q6JvthaBGBoF0mnR) located at the top of the panel and type in the desired **Variable** name. The illustration below describes briefly how **Variables** are created in the **Logic Editor**. For a detailed discussion of **Variables**, please see [toolbox/variables](/incari-studio/2021.5/toolbox/events/variables.md).

![](/files/ynNFPLrgR6YZNGr2D5kD)
{% endtab %}
{% endtabs %}

## 5 - The Logic Graph / Node Graph

This is the most important section of the **Logic Editor**. If the **Nodes** and **Variables** are the paints and materials at your disposal, then the **Logic Graph** is the canvas. This is where we build our systems from the ground up and where you will spend most of your time while using **Incari**.

Fundamentally, it is comprised of a combination of two entities: **Nodes** and **Connections**.

![Nodes are linked together by connections to define logic and execution order.](/files/L8qBCDRleMEWQKSG1mku)

### **Nodes**

**Nodes** are components that each have a specific, singular function. The majority of **Nodes** evaluate data values based on input parameters, but they can also represent **Variables**, **Events**, and **Objects**.

#### Sockets

![Nodes have a number of input/output sockets.](/files/GfIHzpKzjCqIuXVKP9kE)

**Sockets** are like the ports on an electronic device. Along with **Connections**, they allow us to link **Nodes** to each other. In **Incari**, **Sockets** are either:

* **Input** (receiving an instruction or data value). **Sockets** on the left-hand side of a **Node** are **Input Sockets.**
* **Output** (sending an instruction or data value). **Sockets** on the right-hand side of a **Node** are **Output Sockets**.

Beyond that, we have **Pulse** and **Data Sockets** denoted by white triangles (►) and colored squares (■), respectively. For example, when we refer to an "Input Pulse Socket", we are normally referring to the white triangle in the top-left-hand side of a **Node**.

The concept of **Sockets** makes much more sense in the context of **Connections**.

#### **Connections**

![Nodes are linked to each other via Connections.](/files/IzTk3uvWW7OdAE2EVMqj)

**Connections** are the "wires" that link our components together. This is how we pass data between **Nodes** and how we determine the execution order of our **Logic**. **Connections** come in two categories and are related to the type of **Socket** they are plugged into. The two categories are **Pulse** and **Data**.

#### Pulse

These **Connections** do not carry any data between **Nodes**. What they *do* is tell **Nodes** that it is time for them to execute. Once a **Node** has finished its execution and its purpose has been fulfilled, the next **Node** connected via the **Pulse Connection** will then begin *its* task. **Pulse Connections** are represented by a white "wire" linking two **Pulse Sockets**, represented by white triangles (►). Multiple **Connections** can be plugged into a single **Pulse Input Socket**, however only one **Connection** can come out of a **Pulse Output Socket**. **Pulse Connections** are also referred to as **Pulses**.

#### Data

These **Connections** pass data values between **Nodes**. We do this by connecting the **Data Output Socket** of one **Node** into a **Data Input Socket** of another **Node**. Both the input and output **Sockets** must be of the same **Data Type**. **Data Sockets** are represented by a colored square (⬛), the color of which corresponds to the **Data Type**. Conversely to **Pulse Connections**, **Data Input Sockets** can take only one **Input Connection**, whereas **Data Output Sockets** can have multiple **Output Connections**. Unlike **Pulse Connections**, **Data Connections** do not initiate the execution of a **Node**.

## 6 & 7 - Node Attribute Editor

![The Node Attribute Editor Node](/files/35DTofloj0nY2oW1G6YY)

![The Node Attribute Editor Inputs](/files/WUVVStCwvhHmj2v1B9fP)

![The Node Attribute Editor Outputs](/files/UL4bNfLHPjtfg525nVGW)

The **Node Attribute Editor** (referred to simply as **Editor** from here on) is similar to the **Attribute Editor**, except rather than adjusting the **Attributes** of **Objects**, we can adjust the **Attributes** of **Nodes**. **Node Attributes** are specific to that particular **Node** and are documented in their corresponding entry in the **Toolbox** section. Oftentimes, **Node** **Attributes** are simply an alternative to using **Input Connections** and can define a default value if there is no **Connection** attached to that particular **Input Socket**. There are exceptions, however, where **Attributes** can be set only in the **Editor** and there is no equivalent **Socket** available, which are discussed below in the **Node-Specific Attributes** section.

### General Attributes

Coming under the "Node" heading of the **Editor**, these **Attributes** are available on nearly all **Nodes** and can only be set in the **Editor**.

All **Nodes** have the following **Attributes**:

* `Name` - The name of the **Node**. This isn't editable unless it is a **Function**.
* `Type` - The type of **Node**. This isn't editable and will often be the same as the name, unless the **Node** represents something which the user defines, like **Functions**, **Variables**, and **Objects**.
* `Enabled` - Allows the entire **Node** to be ignored by enabling/disabling it. This is useful when you want to test and debug a specific part of your **Logic**, as you can disable entire **Node Trees** temporarily. All subsequent **Nodes** linked via **Pulse Connections** *will not* be executed.

Most **Nodes** also have an additional **Attribute**:

* `Pulse Pass Through` - Similar to the `Enabled` **Attribute** above, it disables the evaluation of a **Node**. The difference with this option, however, is that subsequent **Nodes** linked via **Pulse Connections** *will* be executed. This is useful when you only want to disable part of a **Node Tree**, rather than the entire thing.

### Node-Specific Attributes

As stated above, most **Node Attributes** are an alternative to **Data Input Connections** and allow us to set default values, in the absence of such a **Connection**. There are cases, though, where **Attributes** can only be set in the **Editor**, which modifies the way that the **Node** functions.

#### Data Types

![](/files/J91OgTWAV1bbMGxdNgM9)

Some **Nodes** work with different **Data Types**. However, these need to be explicitly defined in the **Editor**, so that the **Node** knows which **Type** it will receive (**Input**) and/or the **Type** of data it will return (**Output**). Where multiple **Data Types** are available, there will be a drop-down Menu in the **Editor**. Changing the **Type** will also change the color of the corresponding **Socket**.

#### Linked Objects

![](/files/ydrpQXXy1IvMj2xTHaTp)

Some **Node Attributes** correspond to something outside of the **Logic Editor**, such as a **Scene**, **Screen**, **Object**, **Text Object**, or **File**. In this case, you will see a small square, which will either have a thumbnail, related to that **Type** of **File** or **Object**, or the text "drag here". To assign something to the **Attribute**, simply drag and drop it onto the square.

#### Adding Removing Sockets

![](/files/AgDAvURVLiEag2HkMnj8)

There are a few **Nodes** in **Incari** that allow you to customize the number of **Input**/**Output Sockets**. The purpose for this is very specific to that particular **Node**, but the process of adding/removing parameters is the same.

By clicking the plus button (**+**) you can add additional elements, which will be added to the bottom of the list.

By clicking the cross button (**x**) you can remove elements. If you click the cross on the list *header*, it will remove *all* of the elements, whereas if you click the cross on a list *item*, you only remove that *single* element.

You can also rearrange the order of the elements by clicking and dragging elements using the rearrange button (**⠿**).


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.incari.com/incari-studio/2021.5/modules/logic-editor.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
