Creation Timeout
Creation timeout delays when an object appears or becomes active after the level starts.
Object Game Settings
Time Settings control delayed creation, repeated intervals, restore delays, and other time-based object behavior.
What it controls
Use this page as the detailed reference for the Time Settings group inside the Object Game Settings menu.
Creation timeout delays when an object appears or becomes active after the level starts.
An object can repeatedly create or trigger behavior while the level is running.
Systems such as shape shifter can use time settings to restore a modified object later.
Timing is what turns a static puzzle into a sequenced mechanism with rhythm and anticipation.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
The object waits for its configured timeout before entering the active sequence.
If interval behavior is enabled, the action repeats after the configured delay.
Trigger zones can start, stop, or depend on timed actions.
Repeated creation and clone behavior can generate hazards, ammo, moving parts, or puzzle pieces over time.
Setup flow
Use this checklist while building or debugging a level that uses Time Settings.
The first timed action should happen after the player has enough time to see the setup.
Repeated hazards and machines are easier to learn when their intervals are consistent.
If time creates objects repeatedly, make sure the level cannot become overcrowded.
Players may solve slower than you expect, so make sure timed systems remain fair.