Base Rendering
Alpha, blend mode, and cache options decide how the object is drawn before the individual filters are layered on top.
Object Game 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
Use this page as the detailed reference for the visual Filter Settings group inside the Object Game Settings menu.
Alpha, blend mode, and cache options decide how the object is drawn before the individual filters are layered on top.
Black and white, invert, color mask, color overlay, and cross processing change the object's color treatment.
Glow, blur, bevel, and drop shadow create readability, depth, highlights, and soft visual feedback.
Newsprint, noise holes, pixelate, line glitch, CRT, and sine wave create stronger animated or screen-like effects.
How it works
These points describe what happens after the level starts and the filter settings are applied to live objects.
Only filters that are enabled become part of the object's visual output.
Objects, trigger zones, and scripted changes can use these values to create temporary visual states.
Cached filters are cheaper for static visuals, while animated or changing filters usually need cache disabled.
Strong filters are useful for feedback, but they should still leave the object readable during puzzle solving.
Setup flow
Use this checklist while building or debugging an object that uses Filter Settings.
Enable one effect first, tune it clearly, then add more filters only when the object still reads well.
Alpha and blend mode can completely change the final look, so test them before fine-tuning smaller filter values.
Keep cached filters for static objects, and disable cache when the filter needs to animate or update continuously.
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.