Selected object toolbar

Color Object

Appears for color objects. It opens the main color-object editor for fill, stroke, alpha, labels, and visual state setup.

When it appears

Where this control fits

Appears when the selected object is a color object and can expose editable visual-state data.

What It Opens

Opens the main color object editor, where the base appearance and state-driven visual setup are configured.

Why It Matters

Appears for color objects. It opens the main color-object editor for fill, stroke, alpha, labels, and visual state setup.

Detailed behavior

How this control works

This section expands the short walkthrough row into the practical behavior a player or level creator needs to understand.

Base Appearance

Use this control for the main visual layer of a color object: fill, stroke, alpha, labels, and state appearance.

State Feedback

Color object settings are useful when the object needs to communicate status, activation, damage, collection, or another game state visually.

Separated From Physics

Changing color object settings changes the visual presentation, not the underlying body type, mass, friction, or collision rules.

Works With Detail Layers

If the object has extra visual details, Color Detail and Color Detail Filter can appear beside this button.

What each control does

Control reference

Color Object controls the base visual identity of a color object: state, fill colors, texture, stroke, dotted outline, text label, and the bridge into Color Detail layers.

Current State

Selects which visual state is being edited. A color object can define multiple states, and gameplay can switch between them to show progress, activation, damage, lock status, or puzzle feedback.

Change State On Interval

Automatically advances through defined visual states over time. This is useful for blinking objects, warning lights, animated status panels, or pulsing puzzle indicators.

Change State Interval

Controls how often the state changes when interval mode is enabled. Short values feel like flicker; longer values read as deliberate machine phases.

Start State Change When Created

Starts interval state changes as soon as the object is created. Turn this off when another system should start the state animation later.

Loop State

When enabled, state animation returns to the first defined state after the last one. When disabled, it can stop at the final state.

Object Colors List

The palette for the selected state. The first color is the base fill; additional colors can be used by supported object skins, gradients, or multi-color visuals.

Enable Object Second Color

Adds a second color channel for the state. Use it when the object skin needs two tones or a clearer contrast between machine parts.

Enable Object Third Color

Adds a third color channel for richer skins and state visuals. It is most useful when the object has a multi-color presentation.

Enable Object Fourth Color

Adds a fourth color channel for complex color skins. Use it sparingly so gameplay readability stays strong.

Enable Object Texture

Applies a texture to the base fill. This is separate from Color Detail texture and separate from stroke texture.

Texture Type

Chooses the fill texture used by the object. Different texture types can make the same color read as metal, rubber, paneling, warning material, or decorative surface.

Object Texture Scale

Controls how large the texture pattern appears on the object. Smaller scale makes a denser pattern; larger scale makes the texture broader.

Object Texture Padding X/Y

Offsets the texture inside the object. Use it to align texture seams, stripes, or repeated pattern details with the object shape.

Object Texture Flip X/Y

Mirrors the base fill texture horizontally or vertically. This helps when matching symmetrical objects or when a pattern direction matters.

Enable Object Stroke

Turns the outline on or off. Stroke is often the fastest way to make a color object readable against the background.

Stroke Color

Sets the outline color. Strong contrast is useful for interactable objects; softer contrast is better for decoration.

Stroke Thickness

Controls the width of the outline. Thick strokes read clearly on small objects, but can hide detail on tiny shapes.

Stroke Alpha

Controls outline transparency. Lower alpha keeps the stroke present without making it dominate the object.

Stroke Position Type

Controls where the outline sits relative to the shape: inside, outside, or centered around the edge depending on the selected stroke mode.

Enable Stroke Global Alpha

Makes the stroke follow the object's global alpha. This keeps fading objects visually consistent because fill and outline fade together.

Enable Stroke Texture

Applies texture to the outline itself. This is separate from the object fill texture and is useful for cable, gear, laser border, or worn-edge looks.

Use Stroke Bevel Texture

Uses bevel-style sampling for the stroke texture. It can make the outline look more like a raised or angled material edge.

Stroke Texture Flip

Vertical and horizontal flip controls mirror the stroke texture. Use them to align directional patterns around the outline.

Stroke Texture

Chooses which texture is applied to the outline. Stroke texture can communicate object type without changing the physics object.

Stroke Texture Compression

Controls how the stroke texture is compressed along the outline. It changes the density and stretch of the texture pattern.

Stroke Texture Scale

Scales the stroke texture independently from the fill texture. This helps match thick and thin outlines.

Enable Stroke Dot Line

Turns the outline into a dotted or dashed stroke. Use it for selection-like outlines, warning objects, or electrical/technical styles.

Dot Line Length

Controls the length of each visible stroke segment when dotted stroke mode is enabled.

Dot Line Space Length

Controls the gap between visible dot/dash segments. Length and space together define the rhythm of the dashed outline.

Color Details Count

Sets how many Color Detail layers are used by this state. Each layer can add repeated shapes, stripes, rivets, texture marks, or visual effects.

Current Layer

Selects which Color Detail layer is currently being edited. This lets one object have multiple independent detail systems.

Enable Object Text

Adds a text label to the color object. This is useful for buttons, labels, counters, signs, and tutorial-like objects inside the level.

Text

The actual string displayed on the object. Keep it short so it remains readable at gameplay scale.

Font Type

Chooses the label font. Some fonts communicate machine UI, warning labels, or decorative signage better than others.

Text Color And Alpha

Controls text color and transparency. Enable Text Global Alpha when the label should fade together with the object.

Text Font Size

Controls the label size relative to the object. Larger text is clearer but can overflow or cover important object details.

Text Rotation

Rotates the label without changing the object physics. Use it for angled signs or labels attached to rotated machine parts.

Text Top Padding

Moves the label vertically inside the object bounds. Use it to center text or align it with a visual panel.

Text Line Spacing

Controls vertical spacing for multi-line labels. This keeps text readable without needing to resize the whole object.

Letter Spacing

Controls spacing between letters in the in-game label. Use small adjustments; large values can make words hard to read.

How the options combine

Option groups

Color Object is best understood as state data plus fill, stroke, texture, text, and detail-layer setup.

State System

Current State, Change State On Interval, Start State Change When Created, and Loop State let one object show several gameplay meanings without replacing the object.

Fill And Texture

Object colors, texture type, texture scale, padding, and flips define the base material. This should remain readable before adding strokes or details.

Stroke System

Stroke color, thickness, alpha, position, global alpha, texture, bevel texture, compression, and dotted-line settings define the object's edge language.

Text Label

Object text has its own font, color, alpha, size, rotation, padding, line spacing, and letter spacing. It is visual metadata, not physics behavior.

Detail Layers

Color Details Count and Current Layer connect this page to Color Detail. Use base Color Object first, then add details only where the object needs extra information.

Runtime Readability

Every state can look different, but the player must still understand the object while it moves, overlaps, fades, or changes state during solve mode.

Practical setups

Examples

These patterns show when to use Color Object settings instead of physics or game-object settings.

Status Light

Define green, yellow, and red states, enable Change State On Interval for blinking, and keep the stroke consistent so the object still reads as the same machine part.

Locked Door Panel

Use Current State for locked and unlocked visuals, add a strong stroke, and use object text for short labels like LOCKED, OPEN, or POWER.

Collectible Marker

Use bright fill colors, subtle texture, and a dotted stroke. Add Color Detail layers only if the collectible needs sparkle, stripes, or state-specific markings.

Machine Label

Enable Object Text, tune font size and top padding, then keep fill texture simple so the label remains readable during motion.

Warning Surface

Use a high-contrast base fill, stroke texture, and a Color Detail layer for diagonal stripes. The physics object stays the same; only the readable visual language changes.

Fading Object

Enable Stroke Global Alpha and Text Global Alpha so fill, stroke, and label fade together when the object alpha changes.

How to use it

Practical workflow

Use this flow while building or debugging a level that depends on this control.

Start with the main color object settings before editing detail layers.

Make the base state readable at gameplay scale.

Use labels and alpha carefully so the object remains clear during motion.

Then tune detail layers only where extra visual information is needed.

Test the object in the exact state where the player sees it.

A color that reads well in create mode may need adjustment during solve mode.