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2 changes: 1 addition & 1 deletion automated_updates_data.json
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@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "ec5dc8937205cd8e1b9bdedb434a19da1b822613",
"last_automated_updates_commit": "cf3545cfcbc132b2895f92df9e9e23baaa729ad3",
"last_improved_things": [
{
"date": "2026-02-16",
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18 changes: 8 additions & 10 deletions docs/gdevelop5/behaviors/anchor/index.md
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Expand Up @@ -18,18 +18,16 @@ To add an anchor to an object:

![](anchorbehavior.png)

The behavior editor shows simplified buttons for common anchoring patterns for both **horizontal** and **vertical** axes:

## Behavior parameters
* **None**: No anchor applied.
* **Left / Top**: Object stays pinned to the left or top edge.
* **Center**: Object stays centered horizontally or vertically.
* **Right / Bottom**: Object stays pinned to the right or bottom edge.
* **Fill**: Object stretches to fill the window from one edge to the other.
* **Fill proportionally**: Object edges scale proportionally with the window size.

### Edge anchor
You can choose to what the object will be anchored from several options:

* **None**: No anchor will be applied to the selected edge.
* **Window side**: The distance between the object's edge and the selected window side is set so that it is the same for any window size.
* **Window center**: The distance between the object's edge and the center of the window is maintained.
* **Proportional**: The object's edge will always be set so that it is at the same proportion of the screen.

Note that setting anchors to opposite edges will stretch the object.
Advanced per-edge options (left, right, top, bottom edges individually) are available in the collapsible **Advanced** section of the behavior editor.

## Reference

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13 changes: 13 additions & 0 deletions docs/gdevelop5/events/foreach/index.md
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Expand Up @@ -13,6 +13,19 @@ A "For Each" event is a special [event](/gdevelop5/events) that takes an object

For Each events support [local variables](/gdevelop5/all-features/variables/local-variables). Local variables declared in a For Each event are scoped to the loop: they are initialized before the loop starts and are only accessible within the loop and its sub-events.

## Ordering instances

By default, a For Each event processes instances in an unspecified order. You can change this by selecting **ordered by** in the event header and entering an expression. The expression is evaluated for each instance, and instances are then processed in ascending or descending order based on the result.

Common uses include:
- Processing enemies from closest to farthest: `Enemy.Distance(Player)`
- Processing objects by a variable: `MyObject.Variable(Priority)`
- Processing objects by a behavior value, such as health or speed

You can also set a **limit** to process only the first N instances after sorting. For example, sorting enemies by distance and limiting to 3 will run the event only for the 3 closest enemies.

To add or remove ordering, right-click on the For Each event and choose **Add Ordering** or **Remove Ordering**.

## Loop counter variable

For Each events can have a **loop counter variable**. When set, this variable starts at 0 and is automatically incremented by 1 for each object instance processed. This is useful to know the index of the current object in the iteration.
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