Interactive Objects
An object can be made interactive so the player can grab it or influence it after the level starts.
Object Game Settings
Touch Settings control what happens when the player taps, drags, or directly interacts with an object.
What it controls
Use this page as the detailed reference for the Touch Settings group inside the Object Game Settings menu.
An object can be made interactive so the player can grab it or influence it after the level starts.
Touch can trigger motors, destroy the object, fire a gun, activate logic, or become part of a trigger-zone based level.
In Touch To Solve mode, this group is central because the player solves the level through direct interaction instead of building a full machine.
Good touch design makes it clear which objects are interactive and prevents accidental interaction with decorative or locked scene objects.
How it works
These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.
A tap can activate a configured action such as destroy on touch, motor on touch, gun on touch, or trigger-zone activation.
Interactive objects can be moved by player input if their physics and level rules allow it.
The touched object still participates in the physics world, so mass, friction, sensors, joints, and locks can change how the touch feels.
Touch can be combined with chips and trigger zones so a simple tap can start a larger machine sequence.
Setup flow
Use this checklist while building or debugging a level that uses Touch Settings.
Use tap for switches and actions. Use drag for direct manipulation puzzles where the player must reposition an object.
Do not make too many nearby objects interactive unless that is the intended challenge.
Use destruction, motion, animation, sound, or camera movement so the player can immediately read that touch did something.
Check that the object is large enough and not hidden behind UI controls at phone and tablet sizes.