Object Game Settings

Filter Settings

Filter Settings control the visual filters applied to the selected object, including alpha, blend mode, color effects, glow, blur, CRT, pixelate, sine wave, and other screen-style effects.

What it controls

What this group controls

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

Base Rendering

Alpha, blend mode, and cache options decide how the object is drawn before the individual filters are layered on top.

Color Filters

Black and white, invert, color mask, color overlay, and cross processing change the object's color treatment.

Light And Shadow Filters

Glow, blur, bevel, and drop shadow create readability, depth, highlights, and soft visual feedback.

Stylized Effects

Newsprint, noise holes, pixelate, line glitch, CRT, and sine wave create stronger animated or screen-like effects.

Controls reference

Controls in this panel

Each filter below has its own header, purpose, and option list. Enable a filter first, then tune the options directly under that same filter.

Base Rendering And Filter Lifecycle

These controls affect how the filtered object is drawn and when the filter stack is applied. Use them before tuning the individual visual filters.

Alpha

Controls the overall transparency of the rendered object or filter output. Lower values make the object fade into the scene.

Blend Mode

Chooses how the object's pixels combine with the background, useful for additive lights, dark overlays, highlights, or screen-style effects.

Remove Filters On Contact With Main Character

Clears the active filters when the main character touches this object. This works well for cleanse zones, pickups, or temporary visual states.

Disable Global Filters

Excludes this object from global filter behavior so it can keep its own clean or custom visual treatment.

Disable Filters Cache

Stops the object from reusing a cached filter result. Use this for animated filters or values that must update every frame.

Apply Filters When Created

Applies the configured filters as soon as the object is created or spawned, instead of waiting for a later trigger or update.

Black And White / Invert Filter

These are quick color-remap filters for readable states such as disabled objects, ghost previews, hidden logic objects, or reversed visuals.

Enable Black & White

Removes color from the object and renders it in grayscale.

Invert Colors

Inverts the rendered colors, turning bright pixels dark and dark pixels bright.

Color Mask Filter

Color Mask isolates or emphasizes a chosen color range. It is useful when an object needs to read as a specific channel, target state, or visual rule.

Enable Color Mask

Turns on the Color Mask filter for this object.

Color Mask

Chooses the color used by the mask.

Color Mask Enable Smooth Alpha

Smooths the mask transparency so masked edges look softer instead of harsh or stepped.

Color Overlay Filter

Color Overlay tints the whole object with a selected color. Use it for team colors, active states, warnings, solved states, or scripted transitions.

Enable Color Overlay

Turns on the Color Overlay filter for this object.

Color Overlay

Chooses the overlay color applied on top of the object.

Color Overlay Strength

Controls how strongly the overlay color replaces or mixes with the original object colors.

Cross Processing Filter

Cross Processing adds a stronger color grade. It can make objects look toxic, powered, magical, broken, or visually separated from the normal scene.

Enable Cross Processing

Turns on the Cross Processing filter for this object.

Cross Processing Color

Chooses the color used by the cross-processing grade.

Cross Processing Amount

Controls how strongly the cross-processing grade affects the object.

Glow Filter

Glow adds a colored halo around or inside the object. It is one of the clearest ways to show power, danger, focus, selection, or active logic.

Enable Glow

Turns on the Glow filter for this object.

Color

Chooses the glow color.

Glow Alpha

Controls glow transparency. Higher values make the glow more visible.

Glow Blur

Controls how soft and wide the glow becomes.

Glow Quality

Controls glow rendering quality. Higher quality can look smoother but may cost more performance.

Inner

Moves the glow inside the object shape instead of outside it.

Knockout

Hides the original object fill and leaves only the filtered glow result.

Blur Filter

Blur softens the object horizontally, vertically, or both. It is useful for speed, depth, inactive objects, or soft background elements.

Enable Blur

Turns on the Blur filter for this object.

Blur X

Controls the horizontal blur amount.

Blur Y

Controls the vertical blur amount.

Bevel Filter

Bevel gives the object edge lighting so it can look raised, pressed, carved, metallic, or more physical inside the scene.

Enable Bevel

Turns on the Bevel filter for this object.

Bevel Alpha

Controls bevel transparency and how strongly the bevel is visible.

Bevel Size

Controls the size or depth of the bevel effect.

Bevel Smooth

Smooths the bevel transition so the edge lighting feels softer.

Drop Shadow Filter

Drop Shadow offsets a darker copy behind the object. It helps objects separate from the background or look like they float above the surface.

Enable Drop Shadow

Turns on the Drop Shadow filter for this object.

Angle

Controls the direction the shadow is cast.

Blur

Controls how soft the shadow edge becomes.

Distance

Controls how far the shadow is offset from the object.

Quality

Controls shadow rendering quality. Higher quality can look smoother but may cost more performance.

Newsprint Filter

Newsprint turns the object into a printed-dot or halftone style. Use it for comic-like objects, old-screen effects, printed clues, or stylized damage states.

Enable Newsprint

Turns on the Newsprint filter for this object.

Newsprint Size

Controls the base size of the printed-dot pattern.

Newsprint Scale

Controls the overall scale of the newsprint pattern.

Newsprint Angle

Rotates the newsprint pattern.

Newsprint Amount

Controls how strongly the newsprint effect changes the original image.

Newsprint Radius

Controls the dot radius used by the newsprint effect.

Newsprint Scale X

Stretches or compresses the newsprint pattern on the X axis.

Newsprint Scale Y

Stretches or compresses the newsprint pattern on the Y axis.

Noise Holes Filter

Noise Holes cuts randomized transparent or semi-transparent holes through the object. It is useful for corruption, rust, damage, dissolve, or broken material looks.

Enable Noise Holes

Turns on the Noise Holes filter for this object.

Hole Alpha

Controls the transparency of the holes.

Hole Size

Controls the size of each generated hole.

Hole Shape

Chooses or changes the shape style used for the generated holes.

Line Length

Controls the length of line-like holes when the selected hole shape uses streaks or cuts.

Hole Quantity

Controls how many holes are generated.

Hole Randomness

Controls how varied the holes are in size or shape.

Position Randomness

Controls how randomly the holes are distributed across the object.

Pixelate Filter

Pixelate lowers visual detail into larger blocks. It can show low-power states, digital objects, retro effects, or damaged display behavior.

Enable Pixelate

Turns on the Pixelate filter for this object.

Pixelate X Size

Controls pixel block size on the X axis.

Pixelate Y Size

Controls pixel block size on the Y axis.

Line Glitch Filter

Line Glitch shifts or slices the image into glitch-like lines. It works well for hacked machines, unstable energy, damaged screens, and warning states.

Enable Line Glitch

Turns on the Line Glitch filter for this object.

Line Glitch Size

Controls the size or thickness of the glitch lines.

Line Glitch Angle

Controls the direction of the glitch lines.

Line Glitch Distance

Controls how far the glitch lines shift away from the original image.

CRT Filter

CRT makes the object feel like it is being rendered through an old display. It can add scanline movement, distortion, brightness shifts, and colored screen tint.

Enable CRT

Turns on the CRT filter for this object.

CRT Brightness

Controls how bright the CRT effect appears.

CRT Distortion

Controls the amount of screen warping or display distortion.

CRT Frequency

Controls the frequency of the CRT pattern or scan movement.

CRT Intensity

Controls how strongly the CRT effect is applied.

CRT Speed

Controls how quickly the CRT animation or scanline movement runs.

CRT Color

Chooses the color tint used by the CRT effect.

Sine Wave Filter

Sine Wave bends the rendered object in a wave pattern. Use it for heat haze, liquid motion, force fields, unstable portals, or animated energy surfaces.

Enable Sine Wave

Turns on the Sine Wave filter for this object.

Sine Wave Amplitude

Controls how far the wave pushes the image away from its original shape.

Sine Wave Frequency

Controls how many wave repetitions appear across the object.

Sine Wave Ticker

Controls the animation phase or timing value for the wave.

Sine Wave Alpha

Controls the transparency of the sine-wave filtered result.

Sine Wave Is Horizontal

Switches the wave direction so the distortion runs horizontally instead of vertically.

How it works

How it behaves during play

These points describe what happens after the level starts and the filter settings are applied to live objects.

Enabled Filters Render

Only filters that are enabled become part of the object's visual output.

Values Can Be Triggered

Objects, trigger zones, and scripted changes can use these values to create temporary visual states.

Cache Matters

Cached filters are cheaper for static visuals, while animated or changing filters usually need cache disabled.

Readability Comes First

Strong filters are useful for feedback, but they should still leave the object readable during puzzle solving.

Setup flow

Practical setup checklist

Use this checklist while building or debugging an object that uses Filter Settings.

Start With One Filter

Enable one effect first, tune it clearly, then add more filters only when the object still reads well.

Check Alpha And Blend

Alpha and blend mode can completely change the final look, so test them before fine-tuning smaller filter values.

Use Cache Intentionally

Keep cached filters for static objects, and disable cache when the filter needs to animate or update continuously.

Test In Motion

Play the level and watch the object while the machine is moving, because effects like CRT, sine wave, and glitch can feel different in motion.