Inactive Start
Some objects should exist in the level data but not participate immediately when play begins.
Object Game Settings
Deactivation Settings control whether an object starts inactive, becomes active later, or is disabled by gameplay.
What it controls
Use this page as the detailed reference for the Deactivation Settings group inside the Object Game Settings menu.
Some objects should exist in the level data but not participate immediately when play begins.
A trigger zone, chip, timer, or contact can activate an object after the machine reaches the right state.
Objects can be disabled to stop physics, visibility, damage, collection, or other behavior until reactivated.
Deactivation is useful for doors, hazards, platforms, enemies, and staged machines that should wake up later.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
Inactive objects should not behave like normal active bodies until their activation condition is met.
When an activation event fires, the object can enter the live physics world or resume its configured behavior.
A later event can stop or hide the object again, depending on the configured setup.
Trigger zones and chips can chain activation and deactivation to create multi-step mechanisms.
Setup flow
Use this checklist while building or debugging a level that uses Deactivation Settings.
Players should be able to connect the action that activates an object with the result they see.
Do not deactivate an object that is required for completion unless there is a reliable way to reactivate it.
Timed deactivation can be dramatic, but the player needs enough time to react.
Check what happens if the activation source fires multiple times.