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.
Object Game Settings
Builder Settings define how an object participates in Build To Solve levels and player-created machines.
What it controls
Use this page as the detailed reference for the Builder Settings group inside the Object Game Settings menu.
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.
Only user-owned solution objects should count as player construction. That ownership matters for budget checks, duplication, removal, and final validation.
Build settings work together with the level budget. The object price, scale, body type, and joint choices can make a solution cheap or expensive.
The player places, duplicates, rotates, scales, and connects objects before running the level, then returns to create mode to refine the machine.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
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.
The built machine is converted into active physics objects. Static, dynamic, kinematic, jointed, and triggered pieces begin interacting with the level objective.
If the total solution cost is above the level budget, the player needs to simplify the machine before the solution is accepted.
Use this mode for puzzle levels where the fun comes from building a mechanism, not from only touching prebuilt objects.
Setup flow
Use this checklist while building or debugging a level that uses Builder Settings.
Choose which objects the player can reasonably use to solve the level and avoid giving unnecessary pieces that confuse the construction space.
Expensive powerful objects should cost more. Cheap simple objects should invite experimentation without breaking the level.
If the solution needs motors, pins, distance joints, or welds, test how their extra cost affects the budget.
Try solving the level under budget with the simplest machine possible so the target budget feels fair.