Object Game Settings

Deactivation Settings

Deactivation Settings control whether an object starts inactive, becomes active later, or is disabled by gameplay.

What it controls

What this group controls

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

Inactive Start

Some objects should exist in the level data but not participate immediately when play begins.

Delayed Activation

A trigger zone, chip, timer, or contact can activate an object after the machine reaches the right state.

Temporary Disable

Objects can be disabled to stop physics, visibility, damage, collection, or other behavior until reactivated.

Puzzle Timing

Deactivation is useful for doors, hazards, platforms, enemies, and staged machines that should wake up later.

Controls reference

Controls in this panel

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

Can Be Deactivated On Contact

Allows the selected object to be deactivated on contact.

Minimum Force To Deactivate Other Object

Sets the minimum force to deactivate other object used by this rule.

Deactivate On Touch

Sets or controls the deactivate on touch value in the Deactivation Settings panel.

Activate Object After Delay

Activates object after delay when the selected condition happens.

Object Activation Delay

Sets the delay before object activation happens.

Enable Animation While Inactive

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

Animation Center

Sets or controls the animation center value in the Deactivation Settings panel.

Animate Object Property

Sets or controls the animate object property value in the Deactivation Settings panel.

Animation Type

Chooses the animation type or mode.

Animation Duration

Sets how long animation lasts.

Animation Scale Minimum

Sets or controls the animation scale minimum value in the Deactivation Settings panel.

Animation Scale Maximum

Sets or controls the animation scale maximum value in the Deactivation 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.

Inactive Objects

Inactive objects should not behave like normal active bodies until their activation condition is met.

Activation Event

When an activation event fires, the object can enter the live physics world or resume its configured behavior.

Deactivation Event

A later event can stop or hide the object again, depending on the configured setup.

State Chains

Trigger zones and chips can chain activation and deactivation to create multi-step mechanisms.

Setup flow

Practical setup checklist

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

Show Cause And Effect

Players should be able to connect the action that activates an object with the result they see.

Avoid Soft Locks

Do not deactivate an object that is required for completion unless there is a reliable way to reactivate it.

Use With Time Carefully

Timed deactivation can be dramatic, but the player needs enough time to react.

Test Repeated Triggers

Check what happens if the activation source fires multiple times.