SceneNode \ Attributes Every object in your scene can carry extra pieces of information called attributes — small named values you attach to an object and read back later. Attributes can also be grouped into named categories, which lets one object keep separate attributes that share a name. The nodes on this page let you add, read, check for, and remove attributes, both on their own and inside a category. Attributes are saved with the object. Reading one never changes it; setting or removing one changes only that single attribute and leaves the rest of the object untouched. There are also event nodes that react the moment an attribute is added, changed, or removed on an object — those are documented on the Node Attribute Events page. Get a node attribute Get Node Attribute (String) Reads a named attribute from a scene object and gives it back as a piece of text. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a piece of text. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold text. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result Text The text stored in the attribute. Example SceneNode input the object Attribute Name input label Result output Forklift A Get Node Attribute (Number) Reads a named attribute from a scene object and gives it back as a number. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a number. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a number. If it is missing, or what is stored cannot be read as a number, the node stops with an error instead of giving you a result — so check with Node Has Attribute first if you are not sure. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Number The number stored in the attribute. Example SceneNode input the object Attribute Name input maxLoad Value output 1500 Get Node Attribute (Boolean) Reads a named attribute from a scene object and gives it back as a true / false value. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a true / false value. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a true / false value. If it is missing, or what is stored cannot be read as a true / false value, the node stops with an error instead of giving you a result — so check with Node Has Attribute first if you are not sure. Saved values of true, yes or on are read as true, and false, no or off are read as false. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result True / false The true / false value stored in the attribute. Example SceneNode input the object Attribute Name input inspected Result output true Get Node Attribute (SceneNode) Reads a named attribute from a scene object and gives it back as a scene node. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a scene node. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a scene node. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result Scene node The scene node stored in the attribute. Example SceneNode input the object Attribute Name input assignedTo Result output Get Node Attribute (SceneState) Reads a named attribute from a scene object and gives it back as a scene state. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a scene state. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a scene state. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result Scene state The scene state stored in the attribute. Example SceneNode input the object Attribute Name input savedView Result output Get Node Attribute (Sequence) Reads a named attribute from a scene object and gives it back as a sequence. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a sequence. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a sequence. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result Sequence The sequence stored in the attribute. Example SceneNode input the object Attribute Name input startupRoutine Result output Get Node Attribute (Variable) Reads a named attribute from a scene object and gives it back as a variable. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node looks for the attribute called the name you provide on the object you connect and hands its value back as a variable, ready to pass on to any node that works with variables. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result Variable The value stored in the attribute, handed back as a variable. Example SceneNode input the object Attribute Name input serviceCount Result output a variable holding 12 Set a node attribute Set Node Attribute (String) Saves a piece of text onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores a piece of text in it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value Text The text to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Text The same value you stored, passed through. Example SceneNode input the object Attribute Name input label Value input Forklift A Set Node Attribute (Number) Saves a number onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores a number in it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value Number The number to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Number The same value you stored, passed through. Example SceneNode input the object Attribute Name input maxLoad Value input 1500 Set Node Attribute (Boolean) Saves a true / false value onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores a true / false value in it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value True / false The true / false value to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value True / false The same value you stored, passed through. Example SceneNode input the object Attribute Name input inspected Value input true Set Node Attribute (SceneNode) Saves a scene node onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores a scene node in it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value Scene node The scene node to save a link to. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Scene node The same value you stored, passed through. Example SceneNode input the object Attribute Name input assignedTo Value input Set Node Attribute (SceneState) Saves a scene state onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores a scene state in it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value Scene state The scene state to save a link to. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Scene state The same value you stored, passed through. Example SceneNode input the object Attribute Name input savedView Value input Set Node Attribute (Sequence) Saves a sequence onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores a sequence in it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value Sequence The sequence to save a link to. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Sequence The same value you stored, passed through. Example SceneNode input the object Attribute Name input startupRoutine Value input Set Node Attribute (Variable) Saves the value held in a variable onto a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. This node attaches the attribute called the name you provide to the object you connect and stores the value held in the variable you give it. If the object already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Value Variable The variable whose value you want to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Value Variable The same value you stored, passed through. Example SceneNode input the object Attribute Name input serviceCount Value input a variable holding 12 Check or remove a node attribute Node Has Attribute Checks whether a scene object has an attribute with a given name. What it does This node looks at the object you connect and tells you whether it already has an attribute saved under the name you provide. You get back true if it does and false if it does not. It only checks — nothing on the object is changed. It is handy to run before reading or changing an attribute, to be sure it is there. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to check. Attribute Name Text The name of the attribute to look for. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Result True / false True if the attribute exists, otherwise false. Example SceneNode input the object Attribute Name input inspected Result output true — the attribute exists Remove Node Attribute Deletes a named attribute from a scene object. What it does This node removes the attribute saved under the name you provide from the object you connect. That one attribute and its value are deleted from the object; everything else about the object stays the same. If the object has no attribute with that name, nothing happens. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to remove the attribute from. Attribute Name Text The name of the attribute to remove. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Example SceneNode input the object Attribute Name input tempNote Get a node attribute in a category Get Node Attribute in Category (String) Reads a named attribute kept in a category on a scene object and gives it back as a piece of text. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect and hands its value back as a piece of text. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold text. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute In Category first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result Text The text stored in the attribute. Example SceneNode input the object Attribute Name input label Category input Maintenance Result output Forklift A Get Node Attribute in Category (Number) Reads a named attribute kept in a category on a scene object and gives it back as a number. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect and hands its value back as a number. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a number. If it is missing, or what is stored cannot be read as a number, the node stops with an error instead of giving you a result — so check with Node Has Attribute In Category first if you are not sure. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result Number The number stored in the attribute. Example SceneNode input the object Attribute Name input maxLoad Category input Maintenance Result output 1500 Get Node Attribute in Category (Boolean) Reads a named attribute kept in a category on a scene object and gives it back as a true / false value. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect and hands its value back as a true / false value. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a true / false value. If it is missing, or what is stored cannot be read as a true / false value, the node stops with an error instead of giving you a result — so check with Node Has Attribute In Category first if you are not sure. Saved values of true, yes or on are read as true, and false, no or off are read as false. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result True / false The true / false value stored in the attribute. Example SceneNode input the object Attribute Name input inspected Category input Maintenance Result output true Get Node Attribute in Category (SceneNode) Reads a named attribute kept in a category on a scene object and gives it back as a scene node. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect and hands its value back as a scene node. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a scene node. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute In Category first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result Scene node The scene node stored in the attribute. Example SceneNode input the object Attribute Name input assignedTo Category input Maintenance Result output Get Node Attribute in Category (SceneState) Reads a named attribute kept in a category on a scene object and gives it back as a scene state. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect and hands its value back as a scene state. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a scene state. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute In Category first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result Scene state The scene state stored in the attribute. Example SceneNode input the object Attribute Name input savedView Category input Maintenance Result output Get Node Attribute in Category (Sequence) Reads a named attribute kept in a category on a scene object and gives it back as a sequence. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect and hands its value back as a sequence. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist and hold a sequence. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute In Category first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result Sequence The sequence stored in the attribute. Example SceneNode input the object Attribute Name input startupRoutine Category input Maintenance Result output Get Node Attribute in Category (Variable) Reads a named attribute kept in a category on a scene object and gives it back as a variable. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node looks for the attribute called the name you provide inside the category you name, on the object you connect, and hands its value back as a variable. It only reads the object — it does not change the object or the attribute in any way. The attribute should already exist. If it is missing, you get an empty result rather than an error, so it is still worth checking with Node Has Attribute In Category first. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to read the attribute from. Attribute Name Text The name of the attribute you want to read. Category Text The name of the category the attribute is kept in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result Variable The value stored in the attribute, handed back as a variable. Example SceneNode input the object Attribute Name input serviceCount Category input Maintenance Result output a variable holding 12 Set a node attribute in a category Set Node Attribute in Category (String) Saves a piece of text into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores a piece of text in it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value Text The text to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value Text The same value you stored, passed through. Example SceneNode input the object Attribute Name input label Category input Maintenance Value input Forklift A Set Node Attribute in Category (Number) Saves a number into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores a number in it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value Number The number to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value Number The same value you stored, passed through. Example SceneNode input the object Attribute Name input maxLoad Category input Maintenance Value input 1500 Set Node Attribute in Category (Boolean) Saves a true / false value into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores a true / false value in it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value True / false The true / false value to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value True / false The same value you stored, passed through. Example SceneNode input the object Attribute Name input inspected Category input Maintenance Value input true Set Node Attribute in Category (SceneNode) Saves a scene node into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores a scene node in it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value Scene node The scene node to save a link to. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value Scene node The same value you stored, passed through. Example SceneNode input the object Attribute Name input assignedTo Category input Maintenance Value input Set Node Attribute in Category (SceneState) Saves a scene state into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores a scene state in it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value Scene state The scene state to save a link to. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value Scene state The same value you stored, passed through. Example SceneNode input the object Attribute Name input savedView Category input Maintenance Value input Set Node Attribute in Category (Sequence) Saves a sequence into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores a sequence in it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value Sequence The sequence to save a link to. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value Sequence The same value you stored, passed through. Example SceneNode input the object Attribute Name input startupRoutine Category input Maintenance Value input Set Node Attribute in Category (Variable) Saves the value held in a variable into a category on a scene object as a named attribute. What it does Every object in your scene can carry extra pieces of information called attributes, each one saved under a name you choose. Attributes can also be grouped into named categories, so a single object can keep separate attributes that share a name in different categories. This node attaches the attribute called the name you provide, inside the category you name, to the object you connect and stores the value held in the variable you give it. If that category already has an attribute with that name, its value is replaced; if not, the attribute is created. The value you provide is also sent straight back out, so you can keep using it further along. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to add or change the attribute on. Attribute Name Text The name to save the attribute under. Category Text The name of the category to keep the attribute in. Value Variable The variable whose value you want to store. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Value Variable The same value you stored, passed through. Example SceneNode input the object Attribute Name input serviceCount Category input Maintenance Value input a variable holding 12 Check, list, or remove attributes in a category Node Has Attribute In Category Checks whether a scene object has an attribute with a given name inside a category. What it does This node looks at the object you connect and tells you whether it already has an attribute saved under the name you provide inside the category you name. You get back true if it does and false if it does not. It only checks — nothing on the object is changed. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to check. Attribute Name Text The name of the attribute to look for. Category Text The name of the category to look in. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Result True / false True if the attribute exists in that category, otherwise false. Example SceneNode input the object Attribute Name input inspected Category input Maintenance Result output true — the attribute exists Get Node Attribute Category Names Lists the names of the attributes kept inside a category on a scene object. What it does Attributes on an object can be grouped into named categories. This node looks at the object you connect and gives you back the names of the attributes that are stored inside the category you name. The names come back as a list of separate pieces of text, so you can connect a node that steps through a list to handle them one at a time. It only reads the object — nothing is changed. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to look at. Category Text The name of the category whose attribute names you want. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Category Text The category name you provided, passed through. Result Text The names of the attributes found in that category, returned as a list of separate pieces of text. Connect a node that steps through a list to read them one by one. Example SceneNode input the object Category input Maintenance Result output a list of names — e.g. inspected, maxLoad, assignedTo Remove Node Attribute From Category Deletes a named attribute that is kept in a category on a scene object. What it does This node removes the attribute saved under the name you provide, inside the category you name, from the object you connect. That one attribute and its value are deleted from that category; everything else about the object stays the same. If no attribute with that name exists in the category, nothing happens. Inputs Port Type What to connect Execute Trigger Wire this from the previous node’s Execute output. SceneNode Scene node The scene object you want to remove the attribute from. Attribute Name Text The name of the attribute to remove. Category Text The name of the category to remove it from. Outputs Port Type What you get Execute Trigger Fires once the node has finished. SceneNode Scene node The same object you connected, passed straight through so you can keep using it. Attribute Name Text The attribute name you provided, passed through. Category Text The category name you provided, passed through. Example SceneNode input the object Attribute Name input tempNote Category input Maintenance