Scene Objects
Scene objects can decorate the level, define the environment, or provide visual context without being normal build pieces.
Object Game Settings
Scene Settings handle decorative or environment objects that belong to the level scene rather than the player-built machine.
What it controls
Use this page as the detailed reference for the Scene Settings group inside the Object Game Settings menu.
Scene objects can decorate the level, define the environment, or provide visual context without being normal build pieces.
Scene objects are often locked so the player does not accidentally select or move the background while editing or solving.
Some scene objects are purely visual, while others may still participate in trigger, camera, or collision rules.
Scene settings help separate readable environment art from active machine parts.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
Scene objects are drawn as part of the level background or environment layer.
A scene object may be decorative only, or it may have collision depending on its configuration.
Locked scene objects should not behave like player-build objects unless the design calls for it.
Scene objects can still be used by chips, triggers, filters, or camera logic when configured to do so.
Setup flow
Use this checklist while building or debugging a level that uses Scene Settings.
Make interactive objects visually distinct from decorative scene pieces.
Lock or mark environment art so it does not get selected accidentally.
If a scene object blocks movement, make sure players can visually understand the collision shape.
Only connect scene objects to chips or triggers when that behavior is intentional.