Selected object toolbar

Joint Settings

Appears when the selected object has a configurable joint. It exposes motor, limits, loop, pin-to-wall, frequency, and damping settings.

When it appears

Where this control fits

Appears when the selected object has a joint that can be configured. Some solve-mode cases restrict joint settings.

What It Opens

Opens the selected joint configuration panel.

Why It Matters

Appears when the selected object has a configurable joint. It exposes motor, limits, loop, pin-to-wall, frequency, and damping 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.

Motor Controls

Enable Motor, Motor Speed, Motor Torque, and Motor Force decide whether the joint actively drives movement.

Limits

Upper and lower angle or translation limits keep rotating and sliding joints inside a useful range.

Looping Motion

Loop Motor reverses direction at limits and is useful for repeating platforms, pistons, doors, arms, and moving hazards.

Spring Feel

Frequency and damping tune spring-like behavior for supported prismatic and distance joints.

What each control does

Control reference

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

Enable Motor

Turns on powered motion for the selected joint.

Motor Speed

Sets how fast the motor tries to move.

Motor Speed Multiplicator

Multiplies speed so very small or very large values can be tuned more comfortably.

Motor Torque

Sets rotational motor strength for revolute joints.

Motor Force

Sets linear motor strength for prismatic joints.

Upper And Lower Angle Limit

Restricts revolute rotation to a safe angular range.

Upper And Lower Translation Limit

Restricts prismatic sliding to a safe travel range.

Axis Angle

Sets the custom axis for prismatic movement when the joint is not purely horizontal or vertical.

Loop Motor

Reverses motor direction at limits so motion repeats back and forth.

Pin To Wall

Pins the joint body to the wall when the mechanism should be anchored.

Collide Connected

Controls whether connected bodies can still collide with each other.

Frequency And Damping Ratio

Tune spring-like behavior for distance and prismatic joints.

Joint Damage

Allows strong forces to damage or break a joint when configured.

How to use it

Practical workflow

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

Create or choose the joint first.

Open Joint Settings only after the object has the correct connection.

Set limits before motor strength.

Limits make motor behavior predictable and easier to debug.

Add speed, torque, or force slowly.

Too much strength can destabilize a machine or make the puzzle solve itself.

Creator guide

Several joints on one object

Use these options alongside the controls described above.

Add/Remove Joint and Current Joint

Use the joint controls to add or remove an additional joint and select the joint you are editing. A single object can keep its original joint and additional connections.

Tune the selected connection

Check the connected object, joint type, offsets, motor and limit settings for the current joint before adjusting the next one.

Motor and damage rules

Combine control-driven motors with visibility rules, acceleration and deceleration, force limits, removal thresholds and joint damage.

Test a chained machine

Begin with two connected bodies, then add a third connection. Test one motor at a time and inspect collisions between connected bodies.

Creator guide

Joint options in detail

Joint type and selected connection determine which motor, spring, input and artwork options apply.

Connection and spring behavior

Connection and spring behavior options
OptionWhat it does
Add/Remove Joint / Current JointAdd or remove an additional joint, then choose the connection whose settings you are editing.
Collide connectedAllow the connected bodies to collide with each other. Check their ordinary collision filters as well.
Pin To WallUse the supported world-pinned joint setup.
Simulate Joint WeightEnable the supported joint-weight behavior.
Dumping Ratio / FrequencyTune supported spring damping and frequency. The current panel spells the damping label Dumping Ratio.
Max LengthSet the maximum supported rope or distance length.
Enable Auto Axis / Axis AngleUse the automatic axis or choose the sliding-axis angle.
Upper Limit / Lower LimitSet the bounds of the supported joint motion. Joint type determines whether the bounds are rotational or linear.
Distance/Rope Joint Offset Radius / AnglePlace the source-side joint anchor relative to its object.
Connected Object Offset Radius / AnglePlace the anchor on the connected object.
Enable Position Override / Position Override Radius / AngleOverride the supported joint position with the configured radius and angle.
Rotate Object Around Joint / Rotate Connected Object Around JointUse the chosen joint anchor as the pivot while rotating the source or connected object.

Motor rules

Motor rules options
OptionWhat it does
Enable Motor Only When VisibleLimit motor operation to the configured visibility condition.
Motor Speed Multiplicator / Max Motor SpeedScale the motor speed and set its upper speed limit.
Enable Motor Constant Acceleration / Motor Constant AccelerationIncrease the motor speed at the configured rate.
Enable Motor Constant Deceleration / Motor Constant DecelerationReduce motor speed at the configured rate.
Motor Torque Multiplicator / Max Motor TorqueScale and cap the torque used by a supported rotational motor.
Motor Force Multiplicator / Max Motor ForceScale and cap the force used by a supported sliding motor.
Loop Motor / Enable Loop Motor Delay / Loop Motor DelayReverse a looping motor at the bounds and optionally wait before reversing.
Disable Motor On Limit / Reset Motor Speed On LimitStop the motor or reset its speed when the configured limit is reached.

Play input, breakage and skins

Play input, breakage and skins options
OptionWhat it does
Control Motor With Controls / Use Secondary ControlsChoose play-control operation and the primary or secondary controls.
Control With Joystick / Use Joystick AxisEnable joystick control and choose the axis used for the motor.
Control Analog ParametarChoose which supported motor parameter receives analog input. The current label uses Parametar.
Reverse Motor Direction / Motor Speed AccelerationReverse the input direction or tune how speed grows under control.
Adjust Motor Speed With Control / Adjust Motor Speed AmountScale the motor response with the input using the configured amount.
Reset Motor Speed / Force On Control PressReset the chosen motor parameter when a press begins.
Disable Motor On Control Release / Reset Motor Speed / Force On Control ReleaseStop or reset the chosen parameter when the control is released.
Remove Joint When Object Is Affected By Force / Minimum Force To Remove Joint On ForceBreak the joint when the configured force threshold is met.
Enable Joint Damage / Minimum Force To Allow Joint Damage / Joint StrengthLet qualifying forces damage the joint and set its strength.
Hide Joint Body / Hide Joint SkinHide supported joint body or visual elements.
Skin Texture Size / Skin Size / Skin Type / Draw Joint Skin DistanceTune the joint artwork and the supported way a sliding-distance connection is drawn.
Enable Custom Texture / Texture TypeReplace the supported joint artwork with a custom line texture.
Texture Compression / Thickness / Alpha / Enable Round EdgeTune texture repetition, line width, opacity and end treatment.
Flip Texture Vertically / Flip Texture HorizontallyMirror the custom joint texture.