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Math

💡 Simple Explanation: Removes the negative sign from a number. Turns -5 into 5, and keeps 5 as 5.

⚙️ Technical Description: Calculates the absolute value of a number or Vector3. For vectors, applies absolute value to each component independently.

Absolute

🔍 Full Details & Examples

🔧 How It Works: Takes any number and returns its positive version. For Vector3, each X, Y, Z component becomes positive.

Perfect For:

  • Getting distance regardless of direction
  • Ensuring values are always positive
  • Calculating magnitude of differences

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • Input (Float/Vector3) - Value to get absolute value of

👈 Outputs:

  • Output (Float/Vector3) - Positive version of input

🎬 Streaming Example: “Calculate how far an object moved from its starting position, regardless of whether it moved left or right.”

🎯 Tips: Useful for distance calculations where direction doesn’t matter. Vector mode makes each component positive independently.


💡 Simple Explanation: Adds two numbers or vectors together. Like a calculator’s plus button.

⚙️ Technical Description: Performs addition on two Float or Vector3 values, returning the sum.

Add

🔍 Full Details & Examples

🔧 How It Works: Takes two values A and B and returns A + B. For vectors, adds each component (X+X, Y+Y, Z+Z).

Perfect For:

  • Accumulating totals (donation counters, scores)
  • Combining positions or offsets
  • Incrementing values

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • A (Float/Vector3) - First value
  • B (Float/Vector3) - Second value

👈 Outputs:

  • Output (Float/Vector3) - Sum of A + B

🎬 Streaming Example: “Add each new donation amount to a running total variable to track total donations for the stream.”

🎯 Tips: Use with variables to create counters. Vector addition is great for combining movement offsets.


💡 Simple Explanation: Compares two values and tells you if the comparison is true or false. Like checking if one number is bigger than another.

⚙️ Technical Description: Compares two values using comparison operators (<, >, <=, >=, ==, !=). Supports numbers, booleans, strings, and Vector3.

Comparison

🔍 Full Details & Examples

🔧 How It Works: Takes two values and a comparison operator, then returns true or false based on whether the comparison is correct. Use with Conditional node to make decisions.

Perfect For:

  • Checking donation amounts (“if donation > $10, trigger special effect”)
  • Validating viewer counts or scores
  • Triggering effects only when conditions are met
  • Creating conditional logic flows

👉 Inputs:

  • Operator (Dropdown) - <, >, <=, >=, ==, != (equal, not equal)
  • A (varies) - First value
  • B (varies) - Second value

👈 Outputs:

  • Output (Boolean) - True if comparison holds, false otherwise

🎬 Streaming Example: “Compare the current donation total to a goal of 1000. If >= 1000, trigger a celebration effect.”

🎯 Tips: Works with numbers, text, and vectors. Use == for “equal to”, != for “not equal to”. Perfect partner for Conditional node.


💡 Simple Explanation: Divides one number by another. Like a calculator’s division button.

⚙️ Technical Description: Performs division on two Float or Vector3 values. For vectors, divides each component individually.

Divide

🔍 Full Details & Examples

🔧 How It Works: Takes two values A and B and returns A / B. For vectors, divides each component (X/X, Y/Y, Z/Z).

Perfect For:

  • Calculating percentages and ratios
  • Averaging values
  • Scaling down positions or sizes
  • Converting between units

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • A (Float/Vector3) - Dividend (number to divide)
  • B (Float/Vector3) - Divisor (number to divide by)

👈 Outputs:

  • Output (Float/Vector3) - Result of A / B

🎬 Streaming Example: “Divide the current donation total by the number of donors to show the average donation amount.”

🎯 Tips: Division by zero is handled gracefully. Vector mode divides each component separately.


💡 Simple Explanation: Returns the larger of two values. Compares A and B and gives you whichever is bigger.

⚙️ Technical Description: Returns the maximum of two Float or Vector3 values. For vectors, returns the component-wise maximum.

Max

🔍 Full Details & Examples

🔧 How It Works: Compares A and B and returns whichever is larger. For vectors, compares each component and returns the larger of each.

Perfect For:

  • Clamping values to a minimum threshold
  • Finding the highest score or value
  • Ensuring values don’t go below a floor
  • Comparing distances or sizes

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • A (Float/Vector3) - First value
  • B (Float/Vector3) - Second value

👈 Outputs:

  • Output (Float/Vector3) - The larger of A or B

🎬 Streaming Example: “Ensure the volume level never drops below 0.1 by taking the max of the current volume and 0.1.”

🎯 Tips: Great for setting minimum thresholds. Use with Min to clamp values to a range. Vector mode compares components individually.


💡 Simple Explanation: Returns the smaller of two values. Compares A and B and gives you whichever is smaller.

⚙️ Technical Description: Returns the minimum of two Float or Vector3 values. For vectors, returns the component-wise minimum.

Min

🔍 Full Details & Examples

🔧 How It Works: Compares A and B and returns whichever is smaller. For vectors, compares each component and returns the smaller of each.

Perfect For:

  • Clamping values to a maximum threshold
  • Finding the lowest score or value
  • Ensuring values don’t exceed a ceiling
  • Limiting distances or sizes

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • A (Float/Vector3) - First value
  • B (Float/Vector3) - Second value

👈 Outputs:

  • Output (Float/Vector3) - The smaller of A or B

🎬 Streaming Example: “Cap the maximum speed at 100 by taking the min of the current speed and 100.”

🎯 Tips: Great for setting maximum limits. Use with Max to clamp values to a range. Vector mode compares components individually.


💡 Simple Explanation: Multiplies two numbers or vectors together. Like a calculator’s times button.

⚙️ Technical Description: Performs multiplication on two Float or Vector3 values. For vectors, uses component-wise multiplication (Vector3.Scale).

Multiply

🔍 Full Details & Examples

🔧 How It Works: Takes two values A and B and returns A × B. For vectors, multiplies each component (X×X, Y×Y, Z×Z).

Perfect For:

  • Scaling values up or down
  • Applying multipliers to scores or effects
  • Calculating areas or volumes
  • Percentage calculations

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • A (Float/Vector3) - First value
  • B (Float/Vector3) - Second value

👈 Outputs:

  • Output (Float/Vector3) - Product of A × B

🎬 Streaming Example: “Multiply the base reward by a 2x multiplier when a subscriber donates.”

🎯 Tips: Multiply by values less than 1 to reduce (0.5 = half). Vector mode uses component-wise scaling.


💡 Simple Explanation: Raises a number to a power. Like calculating 2³ = 8.

⚙️ Technical Description: Raises a Float or Vector3 to the specified exponent. For vectors, applies the power to each component independently.

Power

🔍 Full Details & Examples

🔧 How It Works: Takes a base value and an exponent, returns base^exponent. For vectors, each X, Y, Z component is raised to the power.

Perfect For:

  • Exponential scaling effects
  • Quadratic or cubic curves
  • Acceleration calculations
  • Non-linear progressions

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • Input (Float/Vector3) - Base value
  • Power (Float) - Exponent

👈 Outputs:

  • Output (Float/Vector3) - Result of base^power

🎬 Streaming Example: “Create an exponential growth effect where each level requires 2^level points to unlock.”

🎯 Tips: Power of 2 = squared, power of 0.5 = square root. Negative powers give fractions (2^-1 = 0.5).


💡 Simple Explanation: Rounds a number to the nearest whole number. Turns 3.7 into 4 and 3.2 into 3.

⚙️ Technical Description: Rounds a Float or Vector3 to the nearest integer. For vectors, rounds each component independently.

Round

🔍 Full Details & Examples

🔧 How It Works: Takes a decimal number and rounds to the nearest whole number. Values at .5 round up. For vectors, each component is rounded.

Perfect For:

  • Displaying clean numbers to viewers
  • Snapping positions to a grid
  • Converting calculations to whole numbers
  • Removing decimal precision

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • Input (Float/Vector3) - Value to round

👈 Outputs:

  • Output (Float/Vector3) - Rounded value

🎬 Streaming Example: “Round the donation percentage to show ‘75%’ instead of ‘74.6%’ on screen.”

🎯 Tips: For floor (always down) or ceiling (always up), use Min or Max with rounded values.


💡 Simple Explanation: Calculates the square root of a number. The opposite of squaring - √9 = 3.

⚙️ Technical Description: Calculates the square root of a Float or Vector3. For vectors, applies square root to each component independently.

Sqrt

🔍 Full Details & Examples

🔧 How It Works: Returns the number that, when multiplied by itself, equals the input. √25 = 5 because 5 × 5 = 25. For vectors, each component is square-rooted.

Perfect For:

  • Distance calculations
  • Easing curves and smooth transitions
  • Physics calculations
  • Normalizing exponential values

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • Input (Float/Vector3) - Value to take square root of

👈 Outputs:

  • Output (Float/Vector3) - Square root of input

🎬 Streaming Example: “Use square root to create a smooth ease-out effect where rapid initial progress slows down over time.”

🎯 Tips: Only works with positive numbers. Equivalent to Power with exponent 0.5.


💡 Simple Explanation: Subtracts one number from another. Like a calculator’s minus button.

⚙️ Technical Description: Performs subtraction on two Float or Vector3 values, returning the difference.

Subtract

🔍 Full Details & Examples

🔧 How It Works: Takes two values A and B and returns A - B. For vectors, subtracts each component (X-X, Y-Y, Z-Z).

Perfect For:

  • Calculating differences or changes
  • Decrementing counters
  • Finding direction vectors (target - current)
  • Removing amounts from totals

👉 Inputs:

  • Input Type (Dropdown) - Number or Vector
  • A (Float/Vector3) - Value to subtract from
  • B (Float/Vector3) - Value to subtract

👈 Outputs:

  • Output (Float/Vector3) - Result of A - B

🎬 Streaming Example: “Subtract 1 from the countdown timer each second to count down to a giveaway.”

🎯 Tips: Subtracting vectors gives you the direction from B to A. Result can be negative if B > A.


💡 Simple Explanation: Measures how far apart two 3D positions are. Like measuring the straight-line distance between two points in space.

⚙️ Technical Description: Calculates the Euclidean distance between two Vector3 points in 3D space.

VectorDistance

🔍 Full Details & Examples

🔧 How It Works: Takes two position vectors and calculates the straight-line distance between them using the Pythagorean theorem in 3D.

Perfect For:

  • Checking if objects are close enough to interact
  • Measuring distances for physics or gameplay
  • Proximity detection
  • Spatial calculations

👉 Inputs:

  • A (Vector3) - First position
  • B (Vector3) - Second position

👈 Outputs:

  • (Float) - Distance between points

🎬 Streaming Example: “Check the distance between a spawned object and the camera. If less than 5 units, trigger a special close-up effect.”

🎯 Tips: Returns a positive number (distance is never negative). Use with Comparison to check if distance meets thresholds. Works in 3D space (X, Y, Z).


💡 Simple Explanation: Converts a direction vector to length 1 while keeping it pointing the same way. Like reducing an arrow to standard size while keeping it aimed in the same direction.

⚙️ Technical Description: Normalizes a Vector3 to unit length (magnitude = 1), preserving direction.

VectorNormalize

🔍 Full Details & Examples

🔧 How It Works: Takes a vector of any length and scales it to exactly length 1 (unit vector). The direction stays the same, only the magnitude changes.

Perfect For:

  • Creating direction vectors for physics or movement
  • Normalizing input for consistent calculations
  • Converting position differences to pure directions
  • Standardizing vector math inputs

👉 Inputs:

  • Input (Vector3) - Vector to normalize

👈 Outputs:

  • (Vector3) - Unit vector (length = 1, same direction)

🎬 Streaming Example: “Get the direction from camera to object by subtracting positions, then normalize it to use as a pure direction for movement.”

🎯 Tips: Result always has magnitude 1. Direction unchanged. Useful when you only care about direction, not distance. Normalizing a zero vector returns zero.