Runtime Copies
A clone setup creates additional objects while the level is running, using an existing preview object as the template.
Object Game Settings
Clone Object Settings define how an object can create copies or spawned versions during the level.
What it controls
Use this page as the detailed reference for the Clone Object Settings group inside the Object Game Settings menu.
A clone setup creates additional objects while the level is running, using an existing preview object as the template.
Cloning can be driven by time, trigger zones, contact, or other gameplay events depending on the object setup.
The clone inherits important settings from the source object, such as physics, visual state, damage, collection, or special behavior.
Clones are useful for repeated obstacles, falling parts, projectile-like objects, or machines that build themselves over time.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
The system needs a valid object to clone. If the source reference is missing, the clone action cannot create the intended result.
The cloned object is placed according to the configured position, offset, or triggering object context.
Once spawned, the clone becomes an active physics object and follows the same rules as other live bodies.
Repeated cloning can create many bodies, so limits and intervals are important for stable levels.
Setup flow
Use this checklist while building or debugging a level that uses Clone Object Settings.
Start with a small, predictable object before cloning complex jointed or scripted setups.
Use intervals, trigger limits, or deactivation so the level does not fill with too many clones.
Avoid spawning inside walls or other objects unless that is part of the intended effect.
Timed cloning works well for hazards, moving targets, ammo, and repeating puzzle beats.