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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": "2026-07-23",
"summary": "Added 'Key settings' guidance to visual effect pages (CRT, drop shadow, god rays, Kawase blur, outline, pixelate, RGB split, tilt shift) explaining their tunable parameters in use-case terms"
}
]
}
8 changes: 8 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,14 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

## Key settings

- **Curvature** bends the image outwards to imitate the bulge of a real CRT screen. Set it to a low value (or 0) for a flat, subtle retro look.
- The **Line width**, **Line contrast** and **Show vertical lines** settings control the scanlines drawn over the image.
- **Noise** and **Noise size** add moving static. Combine with the **Noise frequency** to control how often the static refreshes.
- **Vignetting** darkens the corners of the screen. Use it to draw attention to the center of the image.
- **Interlaced lines speed** animates the scanlines. Set it to 0 to keep them still.


## Reference

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8 changes: 8 additions & 0 deletions docs/gdevelop5/all-features/effects/drop-shadow/index.md
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Expand Up @@ -4,6 +4,14 @@ Add a drop shadow under your object's visible on the layer.

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

## Key settings

- **Distance** and **Rotation** position the shadow relative to the image: increase the distance to make objects appear higher above the ground, and change the rotation to match the direction of your light source.
- **Blur** softens the edges of the shadow, while **Alpha** controls how transparent it is.
- **Color** lets you tint the shadow (a dark blue often looks more natural than pure black).
- Enable **Shadow only** to display just the shadow, hiding the object itself. This is handy to render a separate silhouette.
- If a large or far-away shadow gets clipped at the edges of the object, increase the **Padding** to reserve more space for the effect.


## Reference

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8 changes: 8 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,14 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

## Key settings

- **Angle** and **Center X**/**Center Y** control the direction the rays come from and their point of origin, so you can align them with the sun or a window in your scene.
- **Gain** and **Light** control how bright and how long the rays are.
- **Lacunarity** changes the amount of detail in the rays (higher values give more, finer beams).
- **Animation speed** makes the rays shimmer and move over time. Set it to 0 to freeze them.
- Enable **Parallel** for straight, parallel beams (like distant sunlight), or disable it for rays that radiate outwards from the center point.


## Reference

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6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
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Expand Up @@ -2,6 +2,12 @@

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

## Key settings

- **Blur** sets the strength of the blur.
- **Quality** is the number of blur passes: higher values give a smoother result but cost more performance.
- **Pixelize X** and **Pixelize Y** stretch the blur along one axis. Keep them equal for a uniform blur, or set only one to create a directional (motion-like) blur.


## 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)

## Key settings

- **Thickness** sets how wide the outline is, and **Color** sets its color.
- A thick outline can be cut off at the edges of the object. If this happens, increase the **Padding** to reserve extra space around the object for the effect.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/pixelate/index.md
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Expand Up @@ -4,6 +4,8 @@ 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 heavily pixelated look.

!!! 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.
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6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
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Expand Up @@ -4,6 +4,12 @@ Separate each component's RGB(red, green, blue) colors and display them on the s

![](rgb-effect.png)

## Key settings

Each color channel has its own **X offset** and **Y offset**, letting you shift the red, green and blue components independently. Larger offsets produce a stronger split.

Animating these offsets with events is a common way to create a glitch, impact or teleport feedback: increase the offsets briefly when the player is hit, then return them to 0.


## 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)

## Key settings

- **Blur** sets how strong the blur is at the top and bottom of the image.
- **Gradient blur** controls the size of the sharp band in the middle: a smaller value keeps a narrow strip in focus, while a larger value spreads the transition and keeps more of the image sharp.


## Reference

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