Object Game Settings

Connection Settings

Connection Settings control how the selected object can connect to joints, chips, and other machine systems.

What it controls

What this group controls

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

Machine Links

Connections decide whether an object can become part of a mechanical chain, logic chain, or object relationship.

Joint Permissions

Objects can allow or block distance and weld joint connections, which affects how players assemble machines.

Chip Connections

Chip workflows use source objects, destination objects, input sources, and output targets to connect logic across the level.

Object References

Several systems store references to other preview objects, such as guns choosing bullet objects or follow objects choosing targets.

Controls reference

Controls in this panel

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

Object Name

Names the object so it is easier to find in menus, filters, chip connections, trigger-zone targets, and debug flows.

Object Type

Sets whether the object behaves as a normal object, target, goal, or another objective-facing type.

Accept Targets

For goal objects, chooses which target objects are accepted for level completion.

Trigger Zones

Lists trigger-zone objects that can be connected to the selected object.

Chips

Lists chip objects that can receive input from, or send output to, the selected object.

Chip Connection Type

Chooses whether the selected object is being connected as a chip input source or a chip output destination.

Chip Input Sources List

Shows the objects currently connected as chip input sources.

Add Chip Input Source

Adds the selected source object as an input for the chip connection.

Chip Output Target

Chooses the target value or behavior that the chip output will control.

Chip Connections List

Lists the chip connections already configured for the selected object.

Distance/Rope Joint Offset Radius

Sets the radius used by distance/rope joint offset.

Distance/Rope Joint Offset Angle

Sets the angle used by distance/rope joint offset.

Allow Connecting Revolute Joint

Sets or controls the allow connecting revolute joint value in the Connection Settings panel.

Allow Connecting Distance Joint

Sets or controls the allow connecting distance joint value in the Connection Settings panel.

Allow Connecting Weld Joint

Sets or controls the allow connecting weld joint value in the Connection Settings panel.

Allow Connecting Rope Joint

Sets or controls the allow connecting rope joint value in the Connection Settings panel.

Allow Connecting Prismatic Distance Joint

Sets or controls the allow connecting prismatic distance joint value in the Connection Settings panel.

Allow Joint Connection From Different Collision Group

Sets or controls the allow joint connection from different collision group value in the Connection 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.

Physical Connections

Joint connections constrain movement and can transfer force, rotation, and position between bodies.

Logical Connections

Chip and trigger connections send values or events without physically joining the objects.

Reference Safety

If a referenced object is removed or disabled, the connected system needs a valid fallback or the behavior will not run.

Build Mode Impact

Allowing too many connection types can make a level easier than intended, while blocking needed connections can make it unsolvable.

Setup flow

Practical setup checklist

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

Allow Only Needed Joints

Enable distance or weld connections only when they are part of the intended solution space.

Name Important Objects

Named objects are easier to find when building chip, trigger, follow, gun, or clone relationships.

Check Both Directions

For chip connections, confirm which object is the source and which object receives the output.

Test Deleted References

Remove and re-add connected objects during editing to make sure the level remains understandable.