Object Game Settings

Animation Settings

Animation Settings control visual state, frame changes, movie behavior, and gameplay-driven appearance updates.

What it controls

What this group controls

Use this page as the detailed reference for the Animation Settings group inside the Object Game Settings menu.

Visual State

Objects can change appearance to show active, inactive, damaged, collected, transformed, or triggered states.

Frame Control

Movie-like objects can switch frames or play animation as part of gameplay.

Chip Output

Chips can drive animation or frame changes when an input value or event changes.

Player Feedback

Animation helps the player read what changed without needing extra explanation.

Controls reference

Controls in this panel

These are the controls exposed by the in-game Animation Settings panel. Some controls appear only for object types that support that feature.

Start Animation When Object Is Created

Starts animation when object is created when the configured condition is met.

Loop Animation Chain

Repeat the enabled animation chain after its final step completes.

Current Animation Chain

Select the chain entry whose settings you want to edit.

Enable Animation Chain

Include the selected chain entry in animation playback.

Animation Type

Chooses the animation type or mode.

Animation Duration

Sets how long animation lasts.

Animate Alpha

Sets the transparency used by animate.

New Alpha

Sets the transparency used by new.

Restore Alpha After Complete

Restore the previous alpha after this animation completes.

Animate Reverse Alpha After Complete

Animate the alpha change back in reverse after the forward animation completes.

Loop Animate To New Alpha

Sets the transparency used by loop animate to new.

Animate Scale

Sets the scale value for animate.

New Scale

Sets the scale value for new.

Restore Scale After Complete

Restore the previous scale after this animation completes.

Animate Reverse Scale After Complete

Animate the scale change back in reverse after the forward animation completes.

Loop Animate To New Scale

Sets the scale value for loop animate to new.

Animate To New Position Offset

Animate to a position relative to the object's starting position.

Animate To New Position Angle

Sets the angle used by animate to new position.

Animate To New Position Distance

Set how far the relative-position animation moves the object.

Randomize Position Angle Percent

Randomizes position angle percent within the configured range.

Randomize Position Distance Percent

Randomizes position distance percent within the configured range.

Enable Position Circle Path

Move the position animation along a circular path.

Circle Path Max Angle

Sets the angle used by circle path max.

Reverse Circle Path Angle

Sets the angle used by reverse circle path.

Enable Position Amplitude Path

Add an oscillating path to the position animation.

Amplitude Path Width

Set the width of the oscillating position path.

Randomise Amplitude Width Percent

Randomizes amplitude width percent within the configured range.

Amplitude Width Change Ratio

Set how the oscillating path width changes over the animation.

Amplitude Path Height

Set the height of the oscillating position path.

Randomise Amplitude Height Percent

Randomizes amplitude height percent within the configured range.

Amplitude Height Change Ratio

Set how the oscillating path height changes over the animation.

Restore Previous Position After Complete

Restore the previous position after this animation completes.

Animate Reverse Position After Complete

Animate the position change back in reverse after the forward animation completes.

Loop Animate To New Position

Repeat this position animation instead of running it only once.

Animate Rotation

Animate the object's rotation during the configured animation.

New Rotation

Set the target rotation of the animation.

Restore Rotation After Complete

Restore the previous rotation after this animation completes.

Animate Reverse Rotation After Complete

Animate the rotation change back in reverse after the forward animation completes.

Loop Animate To New Rotation

Repeat this rotation animation instead of running it only once.

How it works

How it behaves during play

These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.

State Change

When the configured condition happens, the object changes its visual state or animation frame.

Continuous Update

Some animations can update over time or from chip values, such as rotation, speed, health, or trigger activity.

Damage Feedback

Damage stages can switch visuals so an object visibly becomes cracked, weakened, or destroyed.

Logic Feedback

A switch, chip, trigger, or timed object can animate to show active or inactive state.

Setup flow

Practical setup checklist

Use this checklist while building or debugging a level that uses Animation Settings.

Animate Important Changes

Use animation for things the player must notice: switches, doors, hazards, collectibles, and damage.

Keep States Distinct

Active and inactive states should be visually different enough to read quickly.

Avoid Noise

Too many moving decorative animations can hide important gameplay feedback.

Test With Logic

Confirm chip and trigger-driven animation changes happen at the same time as the underlying gameplay effect.