⧰ Advanced Nodes
☉Getting Started
▷ Simulations
⇢ Connections
⧰ Advanced Nodes
✑ Nodes Properties
⚯ Collaboration
♔ Accounts
☆ Tips
⚙ Unity Plugin (UP) & API
≏ Evolution
Registers
Use Registers to alter the state of Nodes or influence the flow of Resources based on the computation of multiple inputs coming from either Nodes in the diagram or your own input during a diagram Step-by-Step Run.
Registers can be passive
or interactive
. Set their state in the Properties panel under Functional, by ticking “Interactive” ON or OFF.

By default, Registers are passive
.
Passive
Registers may gather input from multiple origin Nodes, compute them based on formulas, and influence the state of other Connections or Nodes within the diagram.
Each Register input State Connection is assigned a letter Label. Use these identifiers as variables in the formula the Register needs to compute.

💡 Note above that when the diagram is running the Register displays the computed result, before the run, it displays fx.
Label
For passive
Registers the Label is used to input the formula you want to compute.

🧙 Registers support functions from the math.js library.
A Register becomes interactive
when the “Interactive” option is ticked in the Properties panel, under Functional.
After ticking the “Interactive” option Registers become editable.Use the upward and downward arrows to interact and change a Register’s value.
Note that you cannot interact with a Register during Quick Plays.
Label
The Label for an interactive
Register has a purely descriptive function. Use it to describe what the Register stands for.
Use a minimum
and/or a maximum
value under and/or over which the Register doesn’t allow changes.

Upon ticking on “Interactive”, two properties become available for interactive
Registers:
- Initial Value – sets the value the Register passes on upon running the diagram
- Step Value – sets a multiplier for each interaction with the Register
In the example above, the interactive Register has a set initial value of 3, and a step value of 2, as shown in the screenshot below. With each interaction, the Register changes its value (in real-time, during the diagram Step-by-Step Run) with +/-2.


Tick “Show in Chart” (an option also available in the contextual menu at right-click) to plot the values taken by the Register at each Time Step when running the diagram.

In the example above we are multiplying the Target value. To obtain this, we used an interactive
Register with a Step Value equal to the Target’s value. In order to have an integer x multiplying factor, we used “+100%” as a Label on the State Connection.
This results in the Target being multiplied by the number of Steps that the user interactively changes on the Register during execution.
💡 Note: for those looking for the deprecated m operator, this method generates the same effect. If you need to multiply functions on the Target, then the Origin needs to be a passive
Register with a formula identical to that of the Target.

add(a,b)
adds the values of a and bsubtract(a,b)
subtracts b from amultiply(a,b)
multiplies the values of a and bdivide(a,b)
divides a by the value of b

square(a)
returns the square value of a (a*a)cube(a)
returns the cubic value of a (a*a*a)sqrt(a)
returns the square root of acbrt(a)
returns the cubic root of apow(a,b)
returns the value of a raised to the power of b
🧙 For more examples on using math.js functions with Registers, try out the public diagram below.
If you’re trying to model complex if statements
, you can use Registers to calculate conditions. You can find an example for both context and solution, in the article on how to emulate the Artificial Player legacy component, with machinations.io Nodes and Connections.
Used by 2500+ game studios all over the world

250+ universities & academic institutions use Machinations













