Object Game Settings

Position Settings

Position Settings configure object placement, movement-related references, offsets, and directional behavior.

What it controls

What this group controls

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

Placement Rules

Position settings help control where objects start, move, clone, fire, or activate.

Offsets

Offsets are useful when spawning bullets, clones, effects, or objects relative to another body.

Directional Logic

Direction settings can define where forces, trigger checks, paths, or movement targets should point.

Runtime Movement

Position data often works with advanced paths, follow behavior, trigger zones, and animation.

Controls reference

Controls in this panel

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

Display Container

Chooses the display container or layer where the object is rendered.

Display Container Index

Sets the render order inside the selected display container.

Enable Constant Rotation

Rotate the object continuously at the configured speed.

Constant Rotation Speed

Sets the speed used by constant rotation.

Enable 3D Container Constant Rotation X

Rotate the visual 3D container continuously around its X axis at the configured speed.

3D Container Constant Rotation Speed X

Sets the X-axis value for 3d container constant rotation speed.

Enable 3D Container Constant Rotation Y

Rotate the visual 3D container continuously around its Y axis at the configured speed.

3D Container Constant Rotation Speed Y

Sets the Y-axis value for 3d container constant rotation speed.

Enable 3D Container Constant Rotation Z

Rotate the visual 3D container continuously around its Z axis at the configured speed.

3D Container Constant Rotation Speed Z

Sets the Z-axis value for 3d container constant rotation speed.

Enable Randomization

Enable the object's configured random position, scale, rotation and alpha rules.

Randomise Position Horizontally

Randomizes position horizontally within the configured range.

Minimum Horizontal Randomisation Radius

Sets the minimum horizontal randomisation radius used by this rule.

Horizontal Randomisation Radius

Sets the radius used by horizontal randomisation.

Horizontal Randomisation Ratio

Tune the horizontal randomization ratio within the configured radius limits.

Randomise Position Vertically

Randomizes position vertically within the configured range.

Minimum Vertical Randomisation Radius

Sets the minimum vertical randomisation radius used by this rule.

Vertical Randomisation Radius

Sets the radius used by vertical randomisation.

Vertical Randomisation Ratio

Tune the vertical randomization ratio within the configured radius limits.

Randomise Scale

Randomizes scale within the configured range.

Min Random Scale

Sets the minimum random scale used by this rule.

Max Random Scale

Sets the maximum random scale allowed by this rule.

Randomise Rotation

Randomizes rotation within the configured range.

Min Random Rotation

Sets the minimum random rotation used by this rule.

Max Random Rotation

Sets the maximum random rotation allowed by this rule.

Randomise Alpha

Randomizes alpha within the configured range.

Min Random Alpha

Sets the minimum random alpha used by this rule.

Max Random Alpha

Sets the maximum random alpha allowed by this rule.

Animate Initial Randomized Properties

Animate the enabled randomized properties when the object is created.

Animate New Random Position

Animate movement to a newly randomized position.

Animate New Random Alpha

Sets the transparency used by animate new random.

Animate New Random Rotation

Animate rotation to a newly randomized angle.

Animate New Random Scale

Sets the scale value for animate new random.

Initial Animation Type

Chooses the initial animation type or mode.

Initial Animation Duration

Sets how long initial animation lasts.

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.

Start Position

Objects are created at their configured level position unless another system overrides them.

Relative Position

Clones, bullets, and effects can use a source object position plus configured offset.

Movement Target

Follow and path systems use position data to decide where an object should travel.

Triggered Repositioning

Logic can move, activate, or recreate objects at specific positions during the level.

Setup flow

Practical setup checklist

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

Check Spawn Space

Do not spawn objects inside solid bodies unless that collision is intended.

Use Visible Reference Points

The player should be able to infer where new objects or effects will appear.

Test Rotation With Offsets

Offsets can behave differently when the source object is rotated.

Combine With Camera

Large movement or far-away spawns may need camera follow or clear screen framing.