Manual: Parent and Child Objects (Child Settings)

ACTION GAME MAKER introduces a unique concept of parent and child objects, which is different from Godot’s native parent/child node relationship.

This system is designed to implement features like player sub-units or enemy parts in a structured and manageable way.


What Can the Parent-Child Relationship Do?

The parent-child relationship allows for the following behaviors:

  • Automatic following of the parent by the child object

  • Damage transfer from the child to the parent when the child is hit

Additionally, in execution actions (e.g., ChangeObjectProperty) or conditions like SwitchVariableChanged, you can directly target the parent object.


How to Create a Parent-Child Relationship

On the Parent Object Side

You can generate child objects from the parent via specific execution actions or AGMaker nodes.

Execution Actions

  • Generate Object

  • Fire Bullet

:warning: Note: Objects generated through these actions are not children in the scene tree under the spawning object, but rather siblings or are placed in the layer specified via MountTarget.
See the manual for MountTarget here: https://guild.rpgmakerofficial.com/t/topic/6277

AGMaker Node

  • BindObjects
    This node forcibly binds two objects together. It can also be used to generate child objects in a parent-child relationship.

On the Child Object Side

To define the behavior of the child object, the child must include the AGMaker-exclusive node:

  • ChildSettings

What Can Be Configured in ChildSettings?

  • Follow Type
    You can select between constant tracking or delayed tracking (by distance or time). The following speed is based on the movement speed settings of the child object.

  • Damaged Behavior
    You can choose whether the child takes damage or the parent takes it instead.
    If the parent receives damage, you can also apply a damage multiplier from the child.
    This allows for recreating mechanics like weak points or armor plating when combined with BindObjects.

  • Synchronization Options
    You can sync the child object’s direction, rotation, scale, visual filters, etc., with the parent.
    There’s also a property to ignore damage from the parent’s attacks.