Level Flow
Load another level, open level settings, jump into solve mode, edit scene layers, or clear the current scene.
Editor reference
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
This menu is different from the bottom selected-object toolbar. It works on the whole level, the current selection, or saved library data.
Load another level, open level settings, jump into solve mode, edit scene layers, or clear the current scene.
Turn on drag selection, select or deselect every object, connect objects through chip or trigger-zone logic, and edit physics-line points.
Open saved library objects, save selected objects, save a multi-object cluster, or save an existing object group for reuse.
Copy selected property categories between objects, export a level as JSON, or import level JSON from text or the clipboard.
Library Objects
The library is for objects and machines you want to reuse across levels without rebuilding them from scratch.
The Library Objects button reads saved records ordered by newest first and displays them in the object list with their generated thumbnail.
The library filter panel can filter saved objects by name, making large personal libraries easier to search.
Saved objects can be filtered by generated type group: PhysicsLine, ColorObject, BevelObject, CustomTube, Particle, Primitive, or Complex.
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.
The library can sort by Newest, Oldest, or Name.
After library objects are loaded, their joint data is read so saved machines can recreate their connections when placed into a level.
Save Object
Save Object opens a dialog with Object Name, Group Name, and, when multiple objects are selected, a Save as Cluster option.
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.
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.
When multiple objects are selected and Save as Cluster is enabled, the game saves one cluster header plus one member record per selected object.
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.
The cluster icon is rendered from the combined bounds of all selected objects, so the library item visually represents the saved mini-machine.
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.
Normal joints and additional joints are saved with the library object when they exist, so connected builds can be reused instead of rebuilt.
After saving completes, the library is read again so the new object, group, or cluster appears in the saved object list.
Grouping tools
The right menu has two different grouping ideas: physical/editor object groups, and named create groups.
When two or more valid objects are selected, Group Objects creates a single group object with child offsets and shared group controls.
A group can also become a MovieClip. Its children can be played as frames, including groups made entirely from vector or scene objects.
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.
When an existing group object is selected, the same menu option becomes Break Group and warns that group settings will be lost.
Create Groups assigns the selected object or selected objects to a named create group stored in level settings data.
In the Create Groups popup, Create makes a new group name and assigns the current selection to it.
If create groups already exist, Add To Existing lets the selection join one of those group names instead of creating a new one.
The create-group system removes duplicate ids, merges duplicate names, syncs object ids from object configs, and removes empty groups.
Animated groups
MovieClip animation starts from the right-side group workflow: select the frame objects, group them, then tune playback from the selected-object toolbar.
Select the objects that should become frames and choose Group Objects. The group stores child offsets, bounds, and group behavior.
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.
After grouping, use Play Group As MovieClip, Include In Movie, Movie Frame Duration, Focus Mode, and transition controls from the selected-object toolbar.
Use Save Object while the group is selected to store the animated group in the library. Use Library Objects to place it again later.
View and debug
These options help when a machine has many objects, joints, lines, triggers, and logic connections.
Use the grid while placing, aligning, and comparing object positions. The grid updates to the current scene scale.
Hide chip and trigger-zone connection lines when the logic overlay is blocking visual inspection of the machine.
Use Box2D debug draw to inspect collision bodies, physics shapes, joints, and sensor behavior.
Open the debug log when a copied property, import, group operation, or object refresh reports an editor error.
Compact View hides the expanded panel and shows the same actions as small icons, keeping more screen space for the level.
Clear Scene is destructive and asks for confirmation before removing objects and resetting level state.
Practical flow
Use this quick map when deciding which right menu action fits the current editor job.
Select it, choose Save Object, name it, then reopen it later from Library Objects.
Select all parts, choose Save Object, keep Save as Cluster enabled, and save it as one reusable cluster item.
Use Group Objects when the selected objects should become a group inside the level, with child offsets and group behavior.
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.
Use Copy Properties, select the exact categories, then select the destination object and Paste Properties.
Use Export Level, copy the JSON, then use Import Level on another install or another local level list.
Toggle Hide Connections, Show Grid, Debug Draw, and Compact View depending on whether you need cleaner visuals or deeper physics inspection.