Object Game Settings

Builder Settings

Builder Settings define how an object participates in Build To Solve levels and player-created machines.

What it controls

What this group controls

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

Build Mode Role

This group is about objects that the player can use while assembling a solution. It separates level-authored scene objects from pieces that belong to the player-built machine.

Solution Ownership

Only user-owned solution objects should count as player construction. That ownership matters for budget checks, duplication, removal, and final validation.

Budget Relationship

Build settings work together with the level budget. The object price, scale, body type, and joint choices can make a solution cheap or expensive.

Create Mode Flow

The player places, duplicates, rotates, scales, and connects objects before running the level, then returns to create mode to refine the machine.

Controls reference

Controls in this panel

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

Is Preview Object Hidden

Marks or enables the selected object as preview object hidden.

Dont Create When Level Start

Keep this object from being created at level start. Use a later creation event when it should appear.

Is Force Field

Marks or enables the selected object as force field.

Force Strength Multiplicator

Multiply the configured force-field strength.

Force Strength

Set the strength applied by the force field.

Enable Constant Linear Velocity

Maintain the configured horizontal and vertical linear velocity.

Constant Linear Velocity X

Sets the X-axis value for constant linear velocity.

Constant Linear Velocity Y

Sets the Y-axis value for constant linear velocity.

Enable Constant Angular Velocity

Maintain the configured angular velocity during play.

Constant Angular Velocity

Set the rotational velocity used by the constant-angular-velocity option.

Enable Advanced Platform Activation Change On Contact

Let contact change the advanced platform's activation according to the selected change type.

Advanced Platform Activation Change On Contact Type

Chooses the advanced platform activation change on contact type or mode.

Disable Static Skin

Prevents or turns off static skin for this object.

Enable Laser Contact Effect

Show the configured laser contact effect when the object interacts with a laser.

Laser Contact Effect Alpha

Sets the transparency used by laser contact effect.

Laser Contact Effect Blur

Set the softness of the laser contact effect.

Laser Contact Effect Quality

Set the quality level used by the laser contact effect.

Play Sound On Create

Plays sound on create when the matching gameplay event occurs.

Object Create Sound

Select the sound played when the object is created.

Object Create Sound Volume

Set the volume of the object creation sound.

Play Collision Sound Fx

Plays collision sound fx when the matching gameplay event occurs.

Minimum Contact Force To Play Collision Sound

Sets the minimum contact force to play collision sound used by this rule.

Play Collision Sound If Collided With Sensor

Plays collision sound if collided with sensor when the matching gameplay event occurs.

Apply Force Towards Main Character When Created

Applies force towards main character when created to the selected object.

Force Towards Main Character When Created

Set the force directed toward the main character when this object is created.

Set Linear Velocity Towards Main Character When Created

Overrides or assigns linear velocity towards main character when created when this setting is active.

Linear Velocity Towards Main Character When Created

Set the velocity directed toward the main character on creation.

Show On Contact

Reveal the object when the configured contact condition occurs.

Deactivate Other Object On Contact

Deactivate an eligible contacted object.

Can Penetrate

Allows the selected object to penetrate.

Deactivate On Penetration

Deactivate the penetrating object after it penetrates an eligible target.

Can Be Penetrated

Allows the selected object to be penetrated.

Minimum Force To Allow Penetration

Sets the minimum force to allow penetration used by this rule.

Penetration Resistance

Set how strongly this object resists penetration.

Can switch gravity

Allows the selected object to switch gravity.

Can Be Followed By Other Object

Allows the selected object to be followed by other object.

Can Activate Trigger Zone

Allows the selected object to activate trigger zone.

Trigger Zone Activation Group

Choose the activation group used when this object interacts with trigger zones.

Enable Trigger Zone Activation Count Limitation

Restrict trigger-zone activation to the configured minimum and maximum activation counts.

Trigger Zone Activation Count Limit Minimum

Set the minimum activation count for the object's trigger-zone activation rule.

Trigger Zone Activation Count Limit Maximum

Set the maximum activation count for the object's trigger-zone activation rule.

Can Alter Shape

Allows the selected object to alter shape.

Can Be Cloned

Allows the selected object to be cloned.

Can Be Teleported

Allows the selected object to be teleported.

Disable Object Sleep

Prevents or turns off object sleep for this object.

Disable Reversing Body Velocities On Contact

Prevents or turns off reversing body velocities on contact for this object.

Reverse Kinematic Body Velocity On Contact

Reverse the configured component of a kinematic body's velocity when the qualifying contact occurs.

Kinematic Body Reverse Velocity Type

Chooses the kinematic body reverse velocity type or mode.

Reverse Dynamic Body Velocity On Contact

Reverse the configured component of a dynamic body's velocity when the qualifying contact occurs.

Dynamic Body Reverse Velocity Type

Chooses the dynamic body reverse velocity type or mode.

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.

Before Play Starts

The machine is assembled in create mode. The editor keeps the placed objects selectable so the player can tune position, rotation, scale, physics, joints, and game settings.

When Solve Mode Starts

The built machine is converted into active physics objects. Static, dynamic, kinematic, jointed, and triggered pieces begin interacting with the level objective.

Cost Validation

If the total solution cost is above the level budget, the player needs to simplify the machine before the solution is accepted.

Design Use

Use this mode for puzzle levels where the fun comes from building a mechanism, not from only touching prebuilt objects.

Setup flow

Practical setup checklist

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

Pick The Allowed Parts

Choose which objects the player can reasonably use to solve the level and avoid giving unnecessary pieces that confuse the construction space.

Tune Prices

Expensive powerful objects should cost more. Cheap simple objects should invite experimentation without breaking the level.

Check Joints

If the solution needs motors, pins, distance joints, or welds, test how their extra cost affects the budget.

Test Cheap Solutions

Try solving the level under budget with the simplest machine possible so the target budget feels fair.