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

Clear stored input values after the chip sends an output. Useful when each activation should consume a fresh set of inputs.

Enable Min Inputs

Require a minimum number of populated input values before the chip evaluates.

Min Inputs Value Count

Sets the minimum inputs value count used by this rule.

Divide By Zero Fallback Value

Use this value when a division would otherwise have a zero divisor.

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

Choose the source of the first operand for the selected formula rather than assuming it is the previous formula's result.

Quantize Mode

Choose the rounding behavior used when a value is quantized.

Clamp Result To Output Range

Restrict the calculated result to the supported range of the destination property.

Counter Initial Value

Set the counter's starting value.

Counter Step

Set the amount added or subtracted by each counter step.

Counter Min Value

Set the lower limit of the counter range.

Counter Max Value

Set the upper limit of the counter range.

Counter Loop

Wrap the counter within its range instead of stopping at a limit.

Output When Inside Range

Set the value emitted when the tested value is inside the configured range.

Output When Outside Range

Set the value emitted when the tested value is outside the configured range.

Accumulator Initial Value

Set the starting value of the stored accumulator.

Accumulator Operation

Choose how a new input combines with the accumulated value.

Enable Generator

Generate values inside the chip without requiring an external object to supply every input.

Generator Type

Chooses the generator type or mode.

Generator Frequency Hz

Set generator cycles per second.

Generator Phase Offset

Offset the generator's position within its cycle.

Generator Info

Read the summary of the current generator configuration.

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.

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

Creator guide

Registers, play inputs and generator control

Build chips with explicit operands, reusable state and player input.

Chip control and state

Chip control and state options
OptionWhat it does
Debug ChipEnable diagnostic chip output while testing connections and formulas.
Start EnabledChoose whether the chip starts running when its object is created.
Start/Stop With Play Controls / Play ControlsAllow selected player inputs to control whether the chip runs.
Play Activation Phase / Play ActionChoose which input phase issues the configured start, stop or toggle command.
Enable Play Control Input / Play Input Source / Play Input SlotRead a play-control value into a selected chip input slot, independently of the start/stop controls.
Evaluation ModeChoose Immediate (Default) or Once Per Frame After Inputs. The latter collects input updates before the frame evaluation rather than evaluating every immediate update.
Chip Registers / Chip Register Initial ValueSelect a register and set its starting value. Formula operands can explicitly read registers; one formula does not automatically pass its result to the next.
Chip Text Values / Chip Text ValueStore text values for formulas and text outputs separately from numeric constants.
Generator Phase Sync Input / Generator Phase Sync PhaseChoose an input slot for phase synchronization and a destination phase in the 0-1 cycle. Input 0 disables synchronization; slots 1-16 select an input.
Generator Phase Sync 2 Input / Phase / Generator Phase Sync 3 Input / PhaseConfigure the additional synchronization inputs and their destination phases.
Generator Run Gate InputChoose the input slot used to gate generator running. A populated gate value at or below 0 holds the generated value and waveform phase; resuming keeps the paused phase.

Continuous values and event pulses

Object position, velocity and joint values describe current state. Created, destroyed, contact and activation events produce pulses. Contact-begin and contact-end pulses carry the other object's class value.

Joint Angle units

A revolute-joint input uses radians; a prismatic-joint input uses translation in meters. Use the correct units when mapping the input to another property.

Try a motor-limit switch

Connect Motor Limit Reached to a chip input, use a formula and an output condition that accept the pulse, then send Activate Trigger Zone to a connected zone.

Start with one connection

Name the source and destination, test one formula, then add the next connection. Reset Inputs After Output decides whether stored values remain after an output.