Selected object toolbar

Controls That Change By Object Type

The bottom toolbar is rebuilt from the selected object, current mode, and supported systems. This page explains which controls appear and what each one is used for.

How the toolbar is chosen

Selection decides the toolbar

Ancient Machines does not show one fixed object toolbar. When the selection changes, the editor checks the selected object type, scene status, physics mode, joint setup, color data, and whether the player is in create mode or solve mode.

Create Mode Shows Authoring Tools

Create mode exposes editing controls such as Object Game Settings, color-detail filters, advanced path setup, joint creation, duplication, rotation, scale, and drag locks. This is where the player builds and tunes the solution.

Solve Mode Hides Unsafe Editing

Solve mode keeps useful inspection and selection controls, but hides authoring-only controls where needed. Game settings are not shown for normal objects in solve mode, and physics-line scale can be disabled while the level is running.

Object Capabilities Add Buttons

A color object adds color controls. A kinematic non-scene object can add Advanced Path. An object that can use joints adds Joint List and Joint Settings. Objects with gameplay behavior add Object Game Settings.

Special Objects Replace The Layout

Physics-line edit points, force fields, and multi-object selections can switch the toolbar to a different set of buttons because the selected thing is no longer a simple single body.

Object type behavior

What appears for each selection

These are the main toolbar contexts used by the editor when the player selects an object or editable point.

Default Physics Object

Shows Object Settings first, then supported authoring actions such as Game Settings, Joint List, Joint Settings, duplicate directions, move, rotate, scale, previous/next selection, and drag locks.

Color Object

Adds Color Object and Color Detail controls. If the object has detail layers and the player is in create mode, the Color Detail Filter control is added as well.

Advanced Path Object

Appears for kinematic, non-scene objects that can move through a configured path. The button opens path speed, loop, reverse, delay, activation, and end-of-path trigger settings.

Joint-Capable Object

Adds the Joint List button so the selected object can create or choose a joint. If a configurable joint exists, the Joint Settings button opens motor, limit, pin, frequency, and damping controls.

Physics Line

Physics lines use normal object controls while the line object is selected, but switch to line-point controls when an edit point is selected: curve lock, bezier enable, precision, and point delete.

Force Field

Force fields keep object settings, movement, scale, selection, and drag-lock controls. Game Settings appears in create mode so the field can be configured as part of the level logic.

Multiple Selected Objects

Multi-select focuses on group-safe actions: shared object settings, optional color or advanced path controls, Object Game Settings, duplication, movement, scale, rotation, and drag locks.

Create Mode vs Solve Mode

Create mode shows setup tools. Solve mode reduces controls that would rewrite the authored level while the simulation is running, especially game settings and special physics-line edits.

Button reference

Controls in the selected-object toolbar

These controls can appear in the bottom toolbar depending on the selected object and mode.

Object Settings

Opens the physical body settings for the selected object: body type, scale, density, friction, restitution, sensor behavior, visibility, collision precision, and related physics flags.

Object Game Settings

Opens gameplay behavior for the selected object. This is where the object can become a target, goal, trigger, collector, hazard, platform character, camera target, gun, clone source, propulsion object, or other gameplay system.

Color Object Settings

Appears for color objects and opens the main visual-state editor for fill, stroke, alpha, labels, current state appearance, and color-object setup.

Color Detail Settings

Opens detail-layer controls for a color object. Use it when the object has extra visual parts, overlays, detail textures, or per-state detail styling.

Color Detail Filter

Appears in create mode only when the selected color object has color-detail layers. It controls which details are included, edited, filtered, or shown for the current object state.

Advanced Path Settings

Appears for kinematic, non-scene objects. It opens the path editor for object movement, including speed, movement type, looping, reverse behavior, wait time, rotation, activation, and completion triggers.

Joint List

Opens the joint list for the selected object. From there the player can add or choose revolute, prismatic, distance, weld, or rope-style connections.

Joint Settings

Opens the configuration for the selected object's current joint. The button is useful only when the object has a configurable joint, and some settings are restricted in solve mode.

Duplicate Left

Creates a copy of the selected object with its current settings and places the duplicate to the left. Useful for quickly building rows of matching machine parts.

Duplicate Up

Creates a matching copy above the current object. Use it for stacked supports, layered platforms, or repeated vertical layouts.

Duplicate Right

Creates a matching copy to the right. Use it when extending bridges, paths, gears, platforms, and repeated machine segments.

Duplicate Down

Creates a matching copy below the object. This is useful for lower rails, supports, or mirrored vertical structures.

Move Object Controls

Opens precise movement controls for nudging and placing the selected object. Use it when drag placement is not accurate enough.

Rotate Right 45

Rotates the selected object 45 degrees clockwise. Rotation affects collision shape, visual orientation, machine layout, and often the final budget value.

Rotate Left 45

Rotates the selected object 45 degrees counter-clockwise. Use it to align ramps, levers, launchers, and angled supports.

Reset Rotation

Returns object rotation to 0 degrees. This is the fastest way to recover from an accidental or experimental rotation.

Scale Up

Increases object scale. Scaling changes size and can affect mass, collision footprint, and Build To Solve budget cost.

Scale Down

Decreases object scale. Use it to reduce footprint, make finer mechanisms, or lower cost when the budget system allows it.

Reset Scale

Returns the selected object to its default scale. This is useful before retuning physics or budget values.

Select Previous

Moves selection to the previous object in the scene order. This is helpful when objects overlap or when touch selection is difficult.

Select Next

Moves selection to the next object in the scene order. Use it to cycle through nearby or overlapping objects.

Horizontal Drag Lock

Toggles whether the object can be dragged horizontally. When horizontal dragging is locked, movement is constrained to the vertical axis.

Vertical Drag Lock

Toggles whether the object can be dragged vertically. When vertical dragging is locked, movement is constrained to the horizontal axis.

Delete Object

Removes the selected object from the scene. In Build To Solve, this also removes that object from the solution cost calculation.

Physics line edit mode

Controls for physics lines and edit points

Physics lines are special because the selected thing can be the line object or a single edit point on that line.

Physics Line Object

When the whole line is selected, it behaves like a normal object and exposes object settings, movement, duplication, selection, and supported game settings.

Lock Curve Controls

Locks or unlocks curve handles for the selected line edit point so curved segments can be adjusted without accidentally changing the wrong part of the line.

Enable Point Bezier

Turns bezier behavior on or off for the selected edit point. When enabled, the segment can become curved instead of only straight.

Bezier Precision

Tunes how smooth or detailed the bezier curve is for the selected edit point. Higher precision can make curves smoother, but can also create more collision detail.

Delete Edit Point

Deletes the selected point from the physics line without deleting the whole line object.

Opened from the Joint Settings button

Joint settings panel

When a selected object has a joint, the Joint Settings button opens the panel that controls motors, limits, pinning, and spring-like parameters.

Enable Motor

Enables automatic rotation or movement based on the selected joint type.

Motor Speed Multiplicator

Multiplies motor speed so small and large speed values can be tuned with more control.

Motor Speed

Sets the base speed used by the joint motor.

Motor Torque Multiplicator

Multiplies revolute motor torque, which affects how strongly a rotating joint can push against resistance.

Motor Torque

Sets revolute joint motor torque. If torque is 0, the motor will not be able to drive the object.

Motor Force Multiplicator

Multiplies prismatic motor force, useful for sliding platforms or pistons that need stronger movement.

Motor Force

Sets prismatic joint motor force. If force is 0, the motor will not move the joint.

Loop Motor

Reverses motor direction when the object reaches the configured joint limit, creating back-and-forth motion.

Pin To Wall

Pins the joint body to the wall and restricts movement through the joint.

Joint Body Hidden

Hides the visual joint skin while keeping the joint behavior active.

Upper And Lower Angle Limit

Sets revolute joint rotation limits in degrees, useful for arms, doors, flippers, and one-way rotating mechanisms.

Upper And Lower Translation Limit

Sets prismatic joint travel limits so sliding bodies can only move inside the configured range.

Frequency

Controls spring frequency for prismatic and distance joints where elastic behavior is supported.

Damping Ratio

Controls how much oscillation is reduced for spring-like prismatic and distance joints.

Practical use

Common workflows

These are the common ways the toolbar changes matter while building or solving a level.

Editing A Color Object

Select the object, open Color Object Settings for the base visual state, then use Color Detail Settings for extra layers. If filters are available in create mode, use Color Detail Filter to choose which details participate in the current state.

Building A Moving Platform

Make the object kinematic, open Advanced Path Settings, define the path and timing, then test in solve mode. If it needs to move only after an event, connect it to trigger-zone or chip logic through Object Game Settings.

Tuning A Jointed Machine

Add the joint from Joint List, then open Joint Settings. Start with limits first, then add motor speed, torque or force, and finally enable loop behavior if the motion should repeat.

Editing A Physics Line

Select the line for normal object settings, or select an edit point when the shape itself needs work. Use bezier controls for curves, precision for smoothness, and delete point when the line has too many vertices.

Adjusting A Force Field

Use Object Settings for the field body and size, Object Game Settings in create mode for gameplay behavior, and scale or move controls to place the field exactly where bodies should be affected.

Cleaning Up A Build To Solve Machine

Use duplicate directions for repeated parts, move and drag locks for alignment, rotate and scale controls for fit, then delete unnecessary parts to bring the solution back under budget.