Visual State
Objects can change appearance to show active, inactive, damaged, collected, transformed, or triggered states.
Object Game Settings
Animation Settings control visual state, frame changes, movie behavior, and gameplay-driven appearance updates.
What it controls
Use this page as the detailed reference for the Animation Settings group inside the Object Game Settings menu.
Objects can change appearance to show active, inactive, damaged, collected, transformed, or triggered states.
Movie-like objects can switch frames or play animation as part of gameplay.
Chips can drive animation or frame changes when an input value or event changes.
Animation helps the player read what changed without needing extra explanation.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
When the configured condition happens, the object changes its visual state or animation frame.
Some animations can update over time or from chip values, such as rotation, speed, health, or trigger activity.
Damage stages can switch visuals so an object visibly becomes cracked, weakened, or destroyed.
A switch, chip, trigger, or timed object can animate to show active or inactive state.
Setup flow
Use this checklist while building or debugging a level that uses Animation Settings.
Use animation for things the player must notice: switches, doors, hazards, collectibles, and damage.
Active and inactive states should be visually different enough to read quickly.
Too many moving decorative animations can hide important gameplay feedback.
Confirm chip and trigger-driven animation changes happen at the same time as the underlying gameplay effect.