Variables

Define ranged inputs for your simulation and plug them into Behavior nodes

Variables

Variables are parameterized inputs to a simulation. Instead of hard-coding a 70% chance, you define a variable like play_rate with a range, slider it at runtime, and reference it from one or more Behavior nodes.

Where variables live

Open the Variables panel on the editor page. Variables are organized into groups — for example:

  • Player Statshealth, damage
  • Economyspend_rate, chest_drop_multiplier

Groups are purely organizational; they don't affect runtime behavior.

Creating a variable

1. Click Add group (or use an existing one). Name it, e.g. Player Stats. 2. Inside the group, add a variable with: - Name — human label (e.g. Health). The ID is auto-generated from the name. - Min — lowest allowed value. - Max — highest allowed value. - Default — the starting runtime value. - Integer-only toggle — when enabled, the slider snaps to whole numbers.

Runtime values

At the top of the Runner, each variable shows up as a slider bounded by Min and Max. You can drag the slider to try different values before running. The slider starts at Default.

Using a variable in a Behavior node

In a Behavior node, each outcome can have a dynamic chance. Open the outcome's editor, switch chance from Static to Dynamic, and point it at a variable. The outcome's probability will then follow the slider value you pick (or the Profile you apply).

Each variable displays a "used in N behavior nodes" badge so you can see which ones depend on it. Clicking a usage jumps to that node.

Tip: Stale references are cleaned automatically — if you delete a variable, any profiles that referenced it drop that entry on next load.

Next

Continue to Profiles to learn how to save named snapshots of your variable values.