What It Opens
Opens the panel for secondary visual layers attached to the color object.
Selected object toolbar
Opens the detail-layer settings for a color object, including overlays, texture/detail styling, and per-state visual detail configuration.
When it appears
Appears together with Color Object Settings when the selected object supports color detail layers.
Opens the panel for secondary visual layers attached to the color object.
Opens the detail-layer settings for a color object, including overlays, texture/detail styling, and per-state visual detail configuration.
What each control does
Color Detail adds secondary visual layers on top of the base color object. A single detail layer can repeat shapes, draw strokes, use textures, erase/mask areas, fade, or vary across X/Y positions.
Selects which detail layer is being edited. Layers let one color object combine several independent details, such as bolts, stripes, cracks, glow marks, and labels.
Turns the selected layer on or off for the current color object state. Disabled layers remain available without being drawn.
Chooses the detail shape. Available skins include Ellipse, Rectangle, Round Rectangle, Line, Zig-Zag Line, Plus Line, Ellipse Stroke, Rectangle Stroke, Round Rectangle Stroke, Bevel Block, and Color Ruby.
Applies a texture to the selected detail. Fill-like skins use fill textures; line and stroke skins use line/stroke textures.
Chooses the texture used by the detail. This is separate from the base object texture and can make details look like scratches, panels, metal, energy, or paint.
Controls how line/stroke detail textures are squeezed or stretched along the detail line. This changes stripe density and texture rhythm.
Controls the size of the texture pattern inside the detail skin. Use small values for dense texture and larger values for broad material marks.
Mirrors the detail texture horizontally or vertically. This helps align directional textures across mirrored objects or repeated patterns.
Makes the detail act like an erasing layer instead of a normal drawn layer. Use it to cut holes, scratches, gaps, or negative space into the visual design.
Controls whether details are clipped by the object shape. Disabling the mask lets detail drawing extend outside the base object when that effect is wanted.
Controls each repeated detail element's width. For lines and strokes it affects the drawn span; for filled skins it affects the element size.
Controls the element height. Together with width, this defines the proportion of ellipses, rectangles, blocks, and repeated marks.
Controls how smooth curved skins are. Higher precision gives smoother ellipses and rounded shapes, while lower precision can create angular mechanical styling.
Limits how much of a circular or stroke skin is drawn. Use it for arcs, partial rings, gauges, rotating indicators, and ruby-like facets.
Rotates the detail element without rotating the base object. This is important for diagonal stripes, angled cuts, and mechanical direction markers.
Reverses drawing direction for supported skins. It is especially useful for arcs, partial circles, and asymmetric detail shapes.
Controls the angle used by the Bevel Block skin. This changes the perceived direction of the bevel face.
Controls the bevel thickness/size inside the Bevel Block detail. Larger values make the block look deeper and more sculpted.
Controls how strong the bevel contrast is. Use lower values for subtle panels and higher values for chunkier mechanical blocks.
Draws additional bevel shadow lines on the Bevel Block skin. This can make details feel more dimensional.
Controls whether the center part of the Bevel Block is drawn. Turning it off can create frame-like or cutout details.
Limits how many repeated detail elements are drawn horizontally or vertically. Use this when a pattern should stop after a fixed number of marks instead of filling the whole object.
Rounds corners for round-rectangle detail skins. It controls whether panels feel sharp, soft, industrial, or toy-like.
Controls the stroke width for line and stroke detail skins. Thin lines read as engraving; thick lines read as bars, rails, or hazard stripes.
Rounds line ends and joins where supported. Enable it for soft cables, pipes, and friendly UI marks; disable it for sharper mechanical edges.
Offsets detail placement inside the layout. Padding is useful for moving patterns away from object edges or aligning repeated marks with the base shape.
Enables alternate drawing behavior across the repeated detail grid. Variation can change color, texture, skin type, rotation, scale, or padding on selected steps.
Applies variation along horizontal steps. X Variation Step controls how often the alternate detail appears across a row.
Applies variation along vertical steps. Y Variation Step controls how often the alternate detail appears down a column.
Requires both X and Y variation positions to match before the alternate detail is used. This creates checker-like accents or sparse special marks.
Changes the detail color on variation steps. Use it for alternating lights, checker patterns, coded wires, or heat/energy gradients.
Changes the padding only on variation steps. This can stagger details, create uneven mechanical rows, or avoid a too-perfect repeated pattern.
Uses a different texture on variation steps. Texture variation has its own type, scale, compression, and flip settings.
Chooses the alternate texture for variation steps. It is used only when texture variation is enabled.
Controls the alternate texture scale. This lets variation marks look rougher, finer, or more visually distinct than the normal details.
Controls how compressed the alternate line/stroke texture is. Use it to make variation steps visibly different on line-based skins.
Mirrors the alternate texture on variation steps. This helps create alternating texture direction without adding a new layer.
For supported skins, uses rectangle-style texture drawing on variation steps. This is useful when the alternate mark should look like a panel or tile.
Uses bevel-style rectangle texture drawing on variation steps. It can make alternating tiles feel raised or carved.
Changes the skin type on variation steps. For example, normal steps can be small rectangles while variation steps become ellipses or ruby marks.
Selects which skin is used for variation steps. It uses the same family of detail skins as the main Color Detail Skin control.
Reverses the alternate skin drawing direction. Use it when alternating arcs or angled details should face opposite directions.
Rotates detail elements on variation steps. This is useful for alternating diagonal stripes, scratches, rotating arrows, or mechanical teeth.
The alternate rotation value used when rotation variation is active.
Scales detail elements on variation steps. Use it to avoid flat repetition or to make every Nth element visually stronger.
The alternate scale value used by variation steps. It affects the drawn detail size, not the base object size.
Controls detail transparency. Use it to keep decoration subtle or to make important gameplay marks stand out.
Makes the detail layer follow the base object's global alpha. This keeps the object and its details fading together.
Controls how the detail layer blends with the base fill. Different blend modes can create dark marks, bright glows, additive highlights, or normal paint-like overlays.
Fades repeated details across a direction. Alpha Fade Min, Alpha Fade Max, and Alpha Fade Direction control the range and whether the fade goes right, top, left, or bottom.
Chooses the placement pattern: Tile, Checkerbox, or Ellipse layout. Tile fills a grid, Checkerbox alternates rows/columns, and Ellipse arranges details around an oval path.
Controls spacing between repeated detail elements. Tight gaps create dense surfaces; wide gaps create distinct bolts, lights, or marks.
Controls the oval used by Ellipse layout. This is useful for circular indicators, rings, orbiting marks, or decorative borders.
Rotates each detail to follow the ellipse direction. Enable it for arrows, ticks, and marks that should face along the curve.
Practical setups
These examples show how to combine the controls without losing gameplay readability.
Use Line or Rectangle detail skin, rotate it diagonally, choose Tile layout, set tight Layout Gap X/Y, then enable Color Variation for alternating warning colors.
Use Ellipse Stroke or small Bevel Block details, Tile or Checkerbox layout, limited draw count, subtle alpha, and a darker blend mode.
Use Ellipse layout with Ellipse Stroke or Color Ruby skin. Enable Ellipse Layout Skin Angle Direction so details follow the curve.
Use Line or Zig-Zag Line skin with texture enabled, low alpha, rotation variation, scale variation, and padding variation so scratches do not repeat perfectly.
Enable Erase Mode and keep the mask enabled if the cuts should stay inside the object. Disable the mask only when the cutout effect should extend outside the base shape.
Use Detail Alpha Fade from left, right, top, or bottom. This works well for gauges, charge bars, heat panels, and direction hints.
How to use it
Use this flow while building or debugging a level that depends on this control.
Open Color Detail only after the main object appearance is stable.
Check how the detail looks while the object moves, rotates, and overlaps other objects.
Filtering keeps editing focused on the current visual state.