Selected object toolbar

Game Settings

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

Where this control fits

Appears in create mode when the selected object can expose gameplay-facing rules. It is hidden in solve mode for normal object editing.

What It Opens

Opens the Object Game Settings menu, where each group controls a specific gameplay system for the selected object.

Why It Matters

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.

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.

Gameplay Layer

Use Game Settings when the object should do more than physically collide: become a target, goal, trigger, collector, platform character, camera focus, projectile source, or timed object.

Group-Based Editing

The menu is split into groups so complex behavior can be built from focused systems instead of one giant panel.

Create Mode Tool

Most game behavior is authored before the level starts, so this button is primarily a create-mode tool.

System Combination

The strongest levels combine groups: a trigger can activate a path, a chip can change a motor, and a filter can decide which objects count.

What each control does

Control reference

These are the practical controls, values, and toggles connected to this toolbar entry.

Object Type

Defines the object gameplay role, such as target, goal, normal object, platform character, or another system-specific role.

Object Name

Gives the object a readable identity so other settings, filters, chips, and trigger systems can target it more clearly.

Accept Targets

Defines which target objects a goal or receiver accepts. This is central for objective logic.

Creation Timeout

Delays object creation after the level starts. Useful for timed hazards, delayed mechanisms, and staged puzzles.

Is Interactive

Allows the player to directly touch, drag, or influence the object during solve mode.

Touch Rules

Controls actions started by touch, including touch forces, motor activation, destroy-on-touch behavior, and touch-driven events.

Collect Rules

Turns objects into collectibles or collectors, with score, star, and collection behavior.

Damage And Destruction

Controls object strength, damage stages, destroy-on-contact behavior, particles, sounds, and fail-on-destroy rules.

Platform Rules

Marks a main character or platform ground and tunes jump, movement, air force, checkpoints, and death behavior.

System Groups

Opens deeper systems such as Trigger Zone, Chip, Clone, Follow, Laser, Shape Shifter, Gun/Bullet, and Propulsion settings.

How to use it

Practical workflow

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

Open Game Settings after the base physics feels correct.

Pick the group that matches the behavior you want.

Use filters, names, groups, and target/goal settings to make behavior specific.

Avoid broad rules when the level needs precise logic.

Test the exact event that should activate the object.

Return to create mode and adjust only the group that caused the issue.