Object Game Settings

Chip

Chip settings make an object process values and events, then send the result to other objects or systems.

What it controls

What this group controls

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

Source To Chip To Destination

The core flow is source object to chip to destination object. A chip reads input, evaluates a formula or state, then sends an output.

Input Sources

Inputs can come from position, rotation, velocity, mass, damage, trigger-zone state, object created, object destroyed, motor events, chip output values, and more.

Output Targets

Outputs can change alpha, color, transform, text, trigger zones, movie frames, gun angle, joint motor speed, force, damage, gravity scale, density, friction, and other gameplay values.

Value Modes

A chip can act stateless, accumulate values, use constants, or generate values depending on how the chip data is configured.

Controls reference

Controls in this panel

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

Is Chip

Marks or enables the selected object as chip.

Add Chip Formula

Adds a new formula step to the chip formula chain.

Formulas

Shows the ordered formula chain used to process chip input values.

Chip Warning

Displays validation warnings for missing inputs, unsupported sources, bad constants, or unsafe chip setup.

Output Condition

Chooses when the chip is allowed to send its output after evaluating the formula.

Output Condition Custom Value

Sets the threshold used by custom output conditions.

Output Condition Min

Sets the lower bound for range-based output conditions.

Output Condition Max

Sets the upper bound for range-based output conditions.

Chip Value Mode

Chooses whether the chip is stateless, stores accumulated value, counts, or uses another value-processing mode.

Reset Inputs After Output

Sets or controls the reset inputs after output value in the Chip panel.

Enable Min Inputs

Turns on min inputs; related controls below it tune the amount, timing, type, or target.

Min Inputs Value Count

Sets the minimum inputs value count used by this rule.

Divide By Zero Fallback Value

Sets or controls the divide by zero fallback value value in the Chip panel.

Chip Constants

Selects which local chip constant slot is currently being edited.

Chip Constant Value

Sets the value stored in the selected chip constant slot.

First Operand Source

Sets or controls the first operand source value in the Chip panel.

Quantize Mode

Sets or controls the quantize mode value in the Chip panel.

Clamp Result To Output Range

Sets or controls the clamp result to output range value in the Chip panel.

Counter Initial Value

Sets or controls the counter initial value value in the Chip panel.

Counter Step

Sets or controls the counter step value in the Chip panel.

Counter Min Value

Sets or controls the counter min value value in the Chip panel.

Counter Max Value

Sets or controls the counter max value value in the Chip panel.

Counter Loop

Sets or controls the counter loop value in the Chip panel.

Output When Inside Range

Sets or controls the output when inside range value in the Chip panel.

Output When Outside Range

Sets or controls the output when outside range value in the Chip panel.

Accumulator Initial Value

Sets or controls the accumulator initial value value in the Chip panel.

Accumulator Operation

Sets or controls the accumulator operation value in the Chip panel.

Enable Generator

Turns on generator; related controls below it tune the amount, timing, type, or target.

Generator Type

Chooses the generator type or mode.

Generator Frequency Hz

Sets or controls the generator frequency hz value in the Chip panel.

Generator Phase Offset

Sets or controls the generator phase offset value in the Chip panel.

Generator Info

Sets or controls the generator info value in the Chip panel.

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.

Registration

When Is Chip is enabled, the object is registered as a chip so other objects can connect input or output relationships to it.

Evaluation

When input changes or an event fires, the chip evaluates its formula chain and checks its output condition.

Propagation

A chip output can drive another chip, which allows layered logic such as rotation to alpha, motor limit to trigger, or speed to damage.

Validation

Warnings help catch missing inputs, unsupported sources, bad constants, or circular dependencies before the level becomes confusing.

Setup flow

Practical setup checklist

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

Name The Chip

Give every important chip a clear object name so it is easy to select in connection lists.

Connect Source First

Select the source object, choose the chip, and add the desired input source.

Connect Output Second

Select the destination object, choose the chip, and choose the chip output target.

Test One Link At A Time

Confirm one chip relationship works before adding more formulas, constants, or chip-to-chip links.