RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Server CommandsGE UtilitiesGame Engine MainNavigation GraphScreenshot CaptureServerServer ConnectionSpawnpoint ManagerSimulation TimeVehicle SpawningSuspension Frequency Tester
Flowgraph Base ModuleFlowgraph Base NodeFlowgraph Base State NodeFlowgraph Node BuilderFlowgraph GraphFlowgraph Group HelperFlowgraph LinkFlowgraph ManagerNew Node TemplateFlowgraph PinFlowgraph States ManagerFlowgraph UtilsFlowgraph Variable Storage
Collection Marker (Flowgraph Node)Custom Lua Command (Flowgraph Node)Get Object Field (Flowgraph Node)Get Player Vehicle ID (Flowgraph Node)Get Point on Decalroad (Flowgraph Node)Show/Hide Object (Flowgraph Node)ID by Name (Flowgraph Node)Keep Prefab (Flowgraph Node)Particle Emitter (Flowgraph Node)Point on Decalroad (Flowgraph Node)Raceline Parking (Flowgraph Node)Raycast (Flowgraph Node)Parking Markers / Rect Marker (Flowgraph Node)Reload Collision (Flowgraph Node)Reload Nav Graph (Flowgraph Node)Remove Prefab (Flowgraph Node)Reset Prefab (Flowgraph Node)Set Object Field (Flowgraph Node)Sevensegment Display (Flowgraph Node)Single Marker (Flowgraph Node)Spawn Light / SpotLight (Flowgraph Node)Spawn Prefab (Flowgraph Node)Spawn TSStatic (Flowgraph Node)Store Statics (Flowgraph Node)Track Prefab (Flowgraph Node)

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE Extensionsflowgraphnodesscene

ID by Name (Flowgraph Node)

- **Node Name:** `ID by Name`

Overview

  • Node Name: ID by Name
  • Category: simple
  • File: extensions/flowgraph/nodes/scene/idByName.lua

Looks up a scene object's numeric ID by its string name. One of the most commonly used utility nodes in flowgraphs.

Pin Schema

Input Pins

PinTypeDescription
namestringThe name of the object to find (hidden)

Output Pins

PinTypeDescription
objIDnumberThe numeric id of the first object with the given name
existboolWhether the object was found (hidden)

Behavior

  • work() - Each frame:
    1. If the name pin is connected, reads from it; otherwise uses self.data.name (hardcoded).
    2. Calls scenetree.findObject(name) to look up the object.
    3. If found, caches the ID and outputs it with exist = true.
    4. If not found, outputs exist = false.
  • onClientEndMission() / onClientStartMission() / _executionStarted() - Clears the cached ID so it's re-resolved.
  • drawMiddle() - Shows the object name and resolved ID in the editor.

Internals

  • self.data.name - The hardcoded object name (editable in node properties)
  • self.objID - Cached resolved ID (cleared on mission transitions)

Key Dependencies

  • scenetree.findObject(name) - Finds a scene object by string name
  • obj:getID() - Returns the numeric ID of the found object

How It Works

This is the standard "name to ID" resolver for flowgraphs. Most scene nodes work with numeric object IDs, so this node bridges the gap by looking up objects by their human-readable names. The ID is cached for performance but cleared on mission start/end to handle scene changes. Supports both hardcoded names (via node data) and dynamic names (via pin).

Example Usage

-- Look up a trigger zone by name
-- Hardcode name = "missionTrigger01" in node properties
-- Or wire a dynamic name from another node
-- Wire objID output to Get Object Field, Show/Hide, or other scene nodes
-- Check exist output before using the ID

Additional Methods

C:init()

Initializes the node, setting up pins and default properties.


See Also

  • Collection Marker (Flowgraph Node) - Related reference
  • Custom Lua Command (Flowgraph Node) - Related reference
  • Get Object Field (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

Show/Hide Object (Flowgraph Node)

- **Node Name:** `Show/Hide Object`

Keep Prefab (Flowgraph Node)

- **Node Name:** `Keep Prefab`

On this page

OverviewPin SchemaInput PinsOutput PinsBehaviorInternalsKey DependenciesHow It WorksExample UsageAdditional MethodsC:init()See Also