Editor reference

Right Side Level Menu

The right-side menu controls whole-level actions: loading and saving workflows, library objects, clusters, import/export, selection modes, grouping, view helpers, and debug tools.

What it controls

The level-level toolbox

This menu is different from the bottom selected-object toolbar. It works on the whole level, the current selection, or saved library data.

Level Flow

Load another level, open level settings, jump into solve mode, edit scene layers, or clear the current scene.

Selection Modes

Turn on drag selection, select or deselect every object, connect objects through chip or trigger-zone logic, and edit physics-line points.

Reusable Builds

Open saved library objects, save selected objects, save a multi-object cluster, or save an existing object group for reuse.

Transfer Tools

Copy selected property categories between objects, export a level as JSON, or import level JSON from text or the clipboard.

Library Objects

Reusable saved objects

The library is for objects and machines you want to reuse across levels without rebuilding them from scratch.

Open Library Objects

The Library Objects button reads saved records ordered by newest first and displays them in the object list with their generated thumbnail.

Object Name Filter

The library filter panel can filter saved objects by name, making large personal libraries easier to search.

Object Type Filter

Saved objects can be filtered by generated type group: PhysicsLine, ColorObject, BevelObject, CustomTube, Particle, Primitive, or Complex.

Property Type Filter

Saved objects can also be filtered by gameplay property labels such as Bomb, Magnet, TriggerZone, SceneObject, Gun, Collectable, AdvancedPath, Laser, Target, Goal, ShapeShifter, Magnetic, and OneSidePlatform.

Sort Options

The library can sort by Newest, Oldest, or Name.

Joints Are Read Too

After library objects are loaded, their joint data is read so saved machines can recreate their connections when placed into a level.

Save Object

Saving objects, groups, and clusters

Save Object opens a dialog with Object Name, Group Name, and, when multiple objects are selected, a Save as Cluster option.

Single Object Save

When one object is selected, the object is saved with its object config, generated 150x150 thumbnail, object name, group name, created date, and joint flag.

Automatic Group Name

If the Group Name field is empty, the game creates a useful group label from object properties such as Bomb, Magnet, TriggerZone, SceneObject, Gun, Collectable, AdvancedPath, Laser, Target, Goal, ShapeShifter, Magnetic, OneSidePlatform, PhysicsLine, ColorObject, Particle, Primitive, or Complex.

Save as Cluster

When multiple objects are selected and Save as Cluster is enabled, the game saves one cluster header plus one member record per selected object.

Cluster Center

The cluster stores a calculated center point and each member stores its offset from that center. This preserves the layout when the cluster is placed again.

Cluster Thumbnail

The cluster icon is rendered from the combined bounds of all selected objects, so the library item visually represents the saved mini-machine.

Groups Save As Groups

If a selected object is already inside a group, the parent group is saved. Group saves include the group header, child records, group offsets, group bounds, and supported joints.

Joint Data

Normal joints and additional joints are saved with the library object when they exist, so connected builds can be reused instead of rebuilt.

Success Refresh

After saving completes, the library is read again so the new object, group, or cluster appears in the saved object list.

Grouping tools

Group Objects and Create Groups

The right menu has two different grouping ideas: physical/editor object groups, and named create groups.

Group Objects

When two or more valid objects are selected, Group Objects creates a single group object with child offsets and shared group controls.

MovieClip Groups

A group can also become a MovieClip. Its children can be played as frames, including groups made entirely from vector or scene objects.

All-Vector Group Animation

If every child is a vector or scene object, the group can work as a purely visual animation with no physics child. This is ideal for indicators, signs, character poses, and machine state drawings.

Break Group

When an existing group object is selected, the same menu option becomes Break Group and warns that group settings will be lost.

Create Groups

Create Groups assigns the selected object or selected objects to a named create group stored in level settings data.

Create Mode

In the Create Groups popup, Create makes a new group name and assigns the current selection to it.

Add To Existing

If create groups already exist, Add To Existing lets the selection join one of those group names instead of creating a new one.

Clean Group Data

The create-group system removes duplicate ids, merges duplicate names, syncs object ids from object configs, and removes empty groups.

Animated groups

Create a MovieClip from grouped objects

MovieClip animation starts from the right-side group workflow: select the frame objects, group them, then tune playback from the selected-object toolbar.

Use Group Objects First

Select the objects that should become frames and choose Group Objects. The group stores child offsets, bounds, and group behavior.

Vector Frames Are Valid

The frame children can all be vector/scene objects. A physics child is optional and only needed when the animated group should also behave as a physical object.

Tune In Toolbar

After grouping, use Play Group As MovieClip, Include In Movie, Movie Frame Duration, Focus Mode, and transition controls from the selected-object toolbar.

Save The Finished Animation

Use Save Object while the group is selected to store the animated group in the library. Use Library Objects to place it again later.

Level transfer

Import and export

Import and export move a whole level through a JSON text payload.

Export Requires A Loaded Level

If no level is loaded, the editor shows a warning instead of exporting empty data.

Large Level Warning

When a level has more than 1000 objects, export asks for confirmation because building the JSON can take longer.

Export Contents

The exported JSON contains level data, levelObjects, and objectJoints. Runtime user progress fields such as score, stars, play time, collected items, deaths, lives, and solution cost are removed.

Object Data

Object export includes preview object ids, type, subtype, texture, config values, teleport references, trigger-zone connections, custom tube data, color data, animation data, physics-line data, advanced path data, and other supported object-specific data.

Joint Data

Joints are exported separately, including the object they belong to and connected-object references for distance, weld, rope, prismatic-distance, and additional joints.

Copy To Clipboard

After export, the JSON text is shown read-only and can be copied directly to the system clipboard.

Import From Text Or Clipboard

Import opens an editable text panel and can import either the text field contents or the current clipboard text.

Override Or Duplicate

If the imported level id already exists, the editor asks whether to override that level or create a duplicate with a new id.

Invalid Data Handling

If JSON parsing fails or a database create fails, the import is stopped and the editor shows an error instead of silently corrupting the level list.

View and debug

Keeping complex scenes readable

These options help when a machine has many objects, joints, lines, triggers, and logic connections.

Show Grid

Use the grid while placing, aligning, and comparing object positions. The grid updates to the current scene scale.

Hide Connections

Hide chip and trigger-zone connection lines when the logic overlay is blocking visual inspection of the machine.

Debug Draw

Use Box2D debug draw to inspect collision bodies, physics shapes, joints, and sensor behavior.

Debug Log

Open the debug log when a copied property, import, group operation, or object refresh reports an editor error.

Compact View

Compact View hides the expanded panel and shows the same actions as small icons, keeping more screen space for the level.

Clear Scene

Clear Scene is destructive and asks for confirmation before removing objects and resetting level state.

Practical flow

When to use which option

Use this quick map when deciding which right menu action fits the current editor job.

Reuse One Configured Object

Select it, choose Save Object, name it, then reopen it later from Library Objects.

Reuse A Small Machine

Select all parts, choose Save Object, keep Save as Cluster enabled, and save it as one reusable cluster item.

Make Objects Move Together

Use Group Objects when the selected objects should become a group inside the level, with child offsets and group behavior.

Make An Animated Vector Group

Build each pose as a vector/scene object, group the objects, enable Play Group As MovieClip, then tune frame duration, transitions, and trigger or chip control.

Copy Setup Between Objects

Use Copy Properties, select the exact categories, then select the destination object and Paste Properties.

Share A Whole Level

Use Export Level, copy the JSON, then use Import Level on another install or another local level list.

Debug A Dense Build

Toggle Hide Connections, Show Grid, Debug Draw, and Compact View depending on whether you need cleaner visuals or deeper physics inspection.

Creator guide

Drawings, particles and history

Use these options alongside the controls described above.

Draw Image / Drawings

Create artwork in Draw Image or reopen a saved drawing from Drawings. In Compact View, use Drawings; open the expanded menu for Draw Image.

Particle Editor / Particles

Create an effect in Particle Editor or open the saved effects library through Particles. Compact View includes Particles.

History

Open the timeline of recorded level-editor changes, including supported group and object settings work.

Scene Layers

Manage layer hiding, locking, filters, static behavior and parallax.