Object Game Settings

Clone Object Settings

Clone Object Settings define how an object can create copies or spawned versions during the level.

What it controls

What this group controls

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

Runtime Copies

A clone setup creates additional objects while the level is running, using an existing preview object as the template.

Spawn Rules

Cloning can be driven by time, trigger zones, contact, or other gameplay events depending on the object setup.

Template Behavior

The clone inherits important settings from the source object, such as physics, visual state, damage, collection, or special behavior.

Machine Expansion

Clones are useful for repeated obstacles, falling parts, projectile-like objects, or machines that build themselves over time.

Controls reference

Controls in this panel

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

Clone Other Object On Contact

Sets or controls the clone other object on contact value in the Clone Object Settings panel.

Cloned Objects Count

Sets how many cloned objects are used.

Clone Object Radius

Sets the radius used by clone object.

Cloned Object Scale Percent

Sets or controls the cloned object scale percent value in the Clone Object Settings panel.

Use Fix Scale For Object Clone

Uses fix scale for object clone instead of the default behavior.

Clone Object Fix Scale

Sets the scale value for clone object fix.

Preserve Forces On Clone

Sets or controls the preserve forces on clone value in the Clone Object Settings 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.

Source Selection

The system needs a valid object to clone. If the source reference is missing, the clone action cannot create the intended result.

Placement

The cloned object is placed according to the configured position, offset, or triggering object context.

Physics Creation

Once spawned, the clone becomes an active physics object and follows the same rules as other live bodies.

Performance

Repeated cloning can create many bodies, so limits and intervals are important for stable levels.

Setup flow

Practical setup checklist

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

Choose A Simple Template

Start with a small, predictable object before cloning complex jointed or scripted setups.

Limit Repetition

Use intervals, trigger limits, or deactivation so the level does not fill with too many clones.

Test Collision On Spawn

Avoid spawning inside walls or other objects unless that is part of the intended effect.

Combine With Time

Timed cloning works well for hazards, moving targets, ammo, and repeating puzzle beats.