What It Opens
Opens the main color object editor, where the base appearance and state-driven visual setup are configured.
Selected object toolbar
Appears for color objects. It opens the main color-object editor for fill, stroke, alpha, labels, and visual state setup.
When it appears
Appears when the selected object is a color object and can expose editable visual-state data.
Opens the main color object editor, where the base appearance and state-driven visual setup are configured.
Appears for color objects. It opens the main color-object editor for fill, stroke, alpha, labels, and visual state setup.
What each control does
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.
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.
Automatically advances through defined visual states over time. This is useful for blinking objects, warning lights, animated status panels, or pulsing puzzle indicators.
Controls how often the state changes when interval mode is enabled. Short values feel like flicker; longer values read as deliberate machine phases.
Starts interval state changes as soon as the object is created. Turn this off when another system should start the state animation later.
When enabled, state animation returns to the first defined state after the last one. When disabled, it can stop at the final state.
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.
Adds a second color channel for the state. Use it when the object skin needs two tones or a clearer contrast between machine parts.
Adds a third color channel for richer skins and state visuals. It is most useful when the object has a multi-color presentation.
Adds a fourth color channel for complex color skins. Use it sparingly so gameplay readability stays strong.
Applies a texture to the base fill. This is separate from Color Detail texture and separate from stroke texture.
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.
Controls how large the texture pattern appears on the object. Smaller scale makes a denser pattern; larger scale makes the texture broader.
Offsets the texture inside the object. Use it to align texture seams, stripes, or repeated pattern details with the object shape.
Mirrors the base fill texture horizontally or vertically. This helps when matching symmetrical objects or when a pattern direction matters.
Turns the outline on or off. Stroke is often the fastest way to make a color object readable against the background.
Sets the outline color. Strong contrast is useful for interactable objects; softer contrast is better for decoration.
Controls the width of the outline. Thick strokes read clearly on small objects, but can hide detail on tiny shapes.
Controls outline transparency. Lower alpha keeps the stroke present without making it dominate the object.
Controls where the outline sits relative to the shape: inside, outside, or centered around the edge depending on the selected stroke mode.
Makes the stroke follow the object's global alpha. This keeps fading objects visually consistent because fill and outline fade together.
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.
Uses bevel-style sampling for the stroke texture. It can make the outline look more like a raised or angled material edge.
Vertical and horizontal flip controls mirror the stroke texture. Use them to align directional patterns around the outline.
Chooses which texture is applied to the outline. Stroke texture can communicate object type without changing the physics object.
Controls how the stroke texture is compressed along the outline. It changes the density and stretch of the texture pattern.
Scales the stroke texture independently from the fill texture. This helps match thick and thin outlines.
Turns the outline into a dotted or dashed stroke. Use it for selection-like outlines, warning objects, or electrical/technical styles.
Controls the length of each visible stroke segment when dotted stroke mode is enabled.
Controls the gap between visible dot/dash segments. Length and space together define the rhythm of the dashed outline.
Sets how many Color Detail layers are used by this state. Each layer can add repeated shapes, stripes, rivets, texture marks, or visual effects.
Selects which Color Detail layer is currently being edited. This lets one object have multiple independent detail systems.
Adds a text label to the color object. This is useful for buttons, labels, counters, signs, and tutorial-like objects inside the level.
The actual string displayed on the object. Keep it short so it remains readable at gameplay scale.
Chooses the label font. Some fonts communicate machine UI, warning labels, or decorative signage better than others.
Controls text color and transparency. Enable Text Global Alpha when the label should fade together with the object.
Controls the label size relative to the object. Larger text is clearer but can overflow or cover important object details.
Rotates the label without changing the object physics. Use it for angled signs or labels attached to rotated machine parts.
Moves the label vertically inside the object bounds. Use it to center text or align it with a visual panel.
Controls vertical spacing for multi-line labels. This keeps text readable without needing to resize the whole object.
Controls spacing between letters in the in-game label. Use small adjustments; large values can make words hard to read.
Practical setups
These patterns show when to use Color Object settings instead of physics or game-object settings.
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.
Use Current State for locked and unlocked visuals, add a strong stroke, and use object text for short labels like LOCKED, OPEN, or POWER.
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.
Enable Object Text, tune font size and top padding, then keep fill texture simple so the label remains readable during motion.
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.
Enable Stroke Global Alpha and Text Global Alpha so fill, stroke, and label fade together when the object alpha changes.
How to use it
Use this flow while building or debugging a level that depends on this control.
Make the base state readable at gameplay scale.
Then tune detail layers only where extra visual information is needed.
A color that reads well in create mode may need adjustment during solve mode.