What It Opens
Opens the Object Game Settings menu, where each group controls a specific gameplay system for the selected object.
Selected object toolbar
Appears when the object supports gameplay behavior. It opens object rules such as touch, trigger zone, chip, collect, platform, camera, filter, animation, gun, or propulsion settings.
When it appears
Appears in create mode when the selected object can expose gameplay-facing rules. It is hidden in solve mode for normal object editing.
Opens the Object Game Settings menu, where each group controls a specific gameplay system for the selected object.
Appears when the object supports gameplay behavior. It opens object rules such as touch, trigger zone, chip, collect, platform, camera, filter, animation, gun, or propulsion settings.
What each control does
These are the practical controls, values, and toggles connected to this toolbar entry.
Defines the object gameplay role, such as target, goal, normal object, platform character, or another system-specific role.
Gives the object a readable identity so other settings, filters, chips, and trigger systems can target it more clearly.
Defines which target objects a goal or receiver accepts. This is central for objective logic.
Delays object creation after the level starts. Useful for timed hazards, delayed mechanisms, and staged puzzles.
Allows the player to directly touch, drag, or influence the object during solve mode.
Controls actions started by touch, including touch forces, motor activation, destroy-on-touch behavior, and touch-driven events.
Turns objects into collectibles or collectors, with score, star, and collection behavior.
Controls object strength, damage stages, destroy-on-contact behavior, particles, sounds, and fail-on-destroy rules.
Marks a main character or platform ground and tunes jump, movement, air force, checkpoints, and death behavior.
Opens deeper systems such as Trigger Zone, Chip, Clone, Follow, Laser, Shape Shifter, Gun/Bullet, and Propulsion settings.
How to use it
Use this flow while building or debugging a level that depends on this control.
Pick the group that matches the behavior you want.
Avoid broad rules when the level needs precise logic.
Return to create mode and adjust only the group that caused the issue.