Beam Behavior
Laser objects behave like directed gameplay devices that affect objects along a line or contact path.
Object Game Settings
Laser Object Settings configure beam-like object behavior, contact rules, filtering, and damage-style interactions.
What it controls
Use this page as the detailed reference for the Laser Object Settings group inside the Object Game Settings menu.
Laser objects behave like directed gameplay devices that affect objects along a line or contact path.
Filters decide which objects the laser can affect and which objects should ignore it.
A laser can be combined with damage and destruction settings to cut, destroy, or weaken selected object types.
Laser behavior should be visually obvious because players need to understand its direction and danger area.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
A laser can be always active, timed, triggered, or controlled by another gameplay system.
When a valid object intersects the laser behavior, the object can receive damage, trigger logic, or be destroyed depending on configuration.
Filter settings prevent the beam from affecting friendly, decorative, or unrelated objects.
Laser objects work well with trigger zones, chips, and animation for doors, traps, switches, or timed hazards.
Setup flow
Use this checklist while building or debugging a level that uses Laser Object Settings.
Use placement and visuals so players know what line or area the laser controls.
Configure allowed or blocked targets before adding complex trigger logic.
Fast bodies may cross a beam quickly, so test whether contact and damage feel consistent.
If the laser blocks progress, give the player a reliable way to turn it off or avoid it.