Object Game Settings

Time Settings

Time Settings control delayed creation, repeated intervals, restore delays, and other time-based object behavior.

What it controls

What this group controls

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

Creation Timeout

Creation timeout delays when an object appears or becomes active after the level starts.

Create On Interval

An object can repeatedly create or trigger behavior while the level is running.

Restore Delays

Systems such as shape shifter can use time settings to restore a modified object later.

Timed Machines

Timing is what turns a static puzzle into a sequenced mechanism with rhythm and anticipation.

Controls reference

Controls in this panel

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

Creation Timeout

Delays object creation after the level starts.

Create On Interval

Repeatedly creates the object on a configured interval.

Create Interval

Sets the time between automatic creation events.

Start Interval When Level Start

Starts interval when level start when the configured condition is met.

Maximum Auto Created Objects

Limits how many objects this interval creator can create in total.

Pause Auto Creation When Invisible

Sets or controls the pause auto creation when invisible value in the Time Settings panel.

Reset When Interval Is Complete

Sets or controls the reset when interval is complete value in the Time Settings panel.

Maximum Current Instances

Limits how many live instances can exist at the same time.

Deactivate On Interval

Alternates the object between active and inactive states over time.

Start Deactivate On Interval When Created

Starts deactivate on interval when created when the configured condition is met.

Deactivate Interval Duration

Sets how long the active part of the deactivation interval lasts.

Inactive Interval Duration

Sets how long the inactive part of the interval lasts.

Hide Object On Deactivation

Sets or controls the hide object on deactivation value in the Time Settings panel.

Create Filters On Deactivation

Sets or controls the create filters on deactivation value in the Time Settings panel.

Remove Filters On Deactivation

Sets or controls the remove filters on deactivation value in the Time Settings panel.

Destroy After Creation Complete

Destroys the object after its creation/animation sequence completes.

Destroy Delay

Sets the delay before the object is destroyed.

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 Delay

The object waits for its configured timeout before entering the active sequence.

Interval Loop

If interval behavior is enabled, the action repeats after the configured delay.

Interaction With Triggers

Trigger zones can start, stop, or depend on timed actions.

Interaction With Clones

Repeated creation and clone behavior can generate hazards, ammo, moving parts, or puzzle pieces over time.

Setup flow

Practical setup checklist

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

Keep First Timing Clear

The first timed action should happen after the player has enough time to see the setup.

Use Consistent Rhythm

Repeated hazards and machines are easier to learn when their intervals are consistent.

Limit Spawn Counts

If time creates objects repeatedly, make sure the level cannot become overcrowded.

Test Slow Solutions

Players may solve slower than you expect, so make sure timed systems remain fair.