Selected object toolbar

Multiple Selected Objects

When several objects are selected, the toolbar focuses on group operations, copying properties, moving, deleting, and other actions that apply to the current selection.

When it appears

Where this control fits

Appears when more than one object is selected at the same time.

What It Opens

Switches the bottom toolbar to actions that can safely apply to the current selection.

Why It Matters

When several objects are selected, the toolbar focuses on group operations, copying properties, moving, deleting, and other actions that apply to the current selection.

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.

Group-Safe Editing

Multi-select avoids controls that only make sense for one exact object and focuses on shared operations.

Shared Adjustments

Use it for moving, scaling, rotating, duplicating, deleting, and applying settings to a group of level parts.

Optional Context Buttons

If selected objects support color or advanced path behavior, those buttons can appear for group workflows too.

Layout Workflow

This is helpful when aligning a machine section, duplicating repeated parts, or cleaning up several solution pieces at once.

What each control does

Control reference

This page covers two related workflows: editing several selected objects together, and using the real Group Object system where child objects become one controlled container.

Multiple Selection Bounds

When several objects are selected, the editor uses the combined bounds of the selection. Movement, duplicate, rotate, scale, and delete operations use that selection as one working set.

Group-Safe Settings

Only settings that can apply safely to the selected objects are shown. Mixed object types can hide controls that only make sense for one exact object.

Shared Object Settings

Opens physical settings that can be applied to the current selection when the selected objects support those settings.

Object Game Settings

Opens game-system settings that can be applied to the selected objects. This is useful when several level parts need the same trigger, damage, collect, or behavior setup.

Duplicate Directions

Duplicates the selected set left, up, right, or down while keeping properties. This is the fastest way to build repeated machine patterns.

Move Selection

Moves all selected objects together. Use it for alignment after selecting a whole machine section or repeated puzzle assembly.

Scale Selection

Scales selected objects together when allowed. Final collision and joint behavior still needs testing because scaling can change physics results.

Rotate Selection

Rotates the selected set together. Rotation is useful for copying a built mechanism and reusing it at a new angle.

Drag Locks

Locks horizontal or vertical dragging so the selection can move only along one axis. This prevents accidental drift while aligning parts.

Group Object Rule

A real group can contain multiple children, but at most one non-scene physics object. Other children should be scene objects. Nested groups are not allowed.

Group Container

The group behaves as a container. Moving, rotating, scaling, or filtering the group propagates to its children through the display hierarchy.

Current Child

Selects which child inside the group is being inspected or edited through group controls. It is especially useful with focus mode and movie-frame setup.

Child Offset X/Y

Moves one child relative to the group center. Offsets are stored in meters so the group can be saved, rebuilt, and transformed as one unit.

Group Focus Mode

Shows only the current child while editing. Use it when a group has many overlapping parts and the current child would otherwise be hard to see.

Show Previous Frame

When focus mode is enabled, the previous child can remain visible with reduced alpha. This helps tune movie-like frame-to-frame motion.

Previous Frame Alpha

Controls how visible the previous frame/child is during focus mode. Lower values give a ghost reference; higher values show stronger overlap.

Play Group As MovieClip

Makes the group behave like a frame-based animation where children can act as frames. This can create animated machinery, signs, indicators, and decorative motion.

Include In Movie

Controls whether the current child participates in the group movie animation. Excluded children can remain as static parts of the group.

Movie Frame Duration

Sets how long the current child/frame is shown during group movie playback.

Enable Transition

Enables tweened transitions between group movie frames. This makes the animation blend instead of snapping instantly.

Transition Tween Type

Chooses the easing/tween curve used by the transition. Linear gives constant motion; other tween types can feel softer or more mechanical.

Transition Type

Chooses what changes during transition: Alpha, Scale, Blur, or Pixelate. Each creates a different style of frame change.

Transition Duration

Controls how long the transition lasts. Short durations feel snappy; long durations feel like smooth morphing or slow machine activation.

Apply For All Frames

Applies compatible movie settings across all children/frames instead of only the current child.

Align Group Children

Automatically arranges the group children into a chosen pattern. This is much faster than manually placing every child.

Align Type

Available patterns include Horizontal Center, Vertical Center, Center, Circle, Ellipse, Box, Triangle, Crescent, 5 Point Star, 4 Point Star, Half Circle, Half Circle Full, Heart, Diamond, Plus, and Plus Thickness.

Include Main Child

Includes the main physics child in the alignment operation when a group has a physics child. This is only available when the group structure supports it.

X Size

Controls the horizontal size of alignment patterns that use a size value, such as ellipse, box, star, heart, diamond, and plus layouts.

Y Size

Controls the vertical size of alignment patterns that need a second dimension. Circle uses one size; ellipse and many shape layouts use both X and Y.

Child Stacking

Group children are sorted by scene layer, layer group, and display container index so front/back order remains predictable inside the group.

Physics Child

If a group contains a non-scene physics child, that child anchors the group's physics behavior. Group rotation combines the group rotation with the physics child's local rotation.

Child Selection

Children inside a group are not individually touchable/selectable while grouped. Use current child and focus mode, or remove the child from the group for standalone editing.

Trigger Zone Movie Controls

Trigger zones can change group movie playback, loop-frame range, or force a specific movie frame. This lets a puzzle system drive grouped animation.

Chip Movie Outputs

Chip output targets can drive Movie Clip Frame, Movie Clip Start Loop Frame, and Movie Clip End Loop Frame for logic-controlled group animation.

How grouping works

Option groups

Grouping has several layers: temporary multi-select editing, persistent group containers, child layout, movie playback, and trigger/chip control.

Temporary Multi-Select

Use multi-select for one-time operations: move, rotate, scale, duplicate, delete, and shared setting edits across a selection.

Persistent Group Object

Use a group object when children should travel, rotate, scale, animate, and save as one composed object.

Child Editing

Current Child, Child Offset X/Y, Focus Mode, Show Previous Frame, and Previous Frame Alpha are for inspecting and tuning children inside the group.

Alignment System

Align Group Children, Align Type, Include Main Child, X Size, and Y Size build patterns like rings, boxes, stars, hearts, diamonds, plus shapes, and centered rows.

MovieClip System

Play Group As MovieClip, Include In Movie, Frame Duration, Transition, Tween Type, Transition Type, Duration, and Apply For All Frames create frame-based animation from children.

Gameplay Control

Trigger zones and chips can control movie frames and loop ranges so grouped animation can become part of the puzzle logic.

Practical setups

Examples

Use these patterns when deciding whether to multi-select or create a real group object.

Duplicate A Machine Section

Multi-select all parts, duplicate in the needed direction, move the copy into place, then select individual objects to retune joints, trigger zones, and physics.

Animated Warning Sign

Create a group from several scene-object frames, enable Play Group As MovieClip, use Alpha or Pixelate transition, and tune each frame duration.

Rotating Decoration Around Physics

Use one physics child with several scene children, align children in Circle or Ellipse, and rotate the group so visual parts stay attached to the physical anchor.

Gear Or Star Pattern

Use Align Group Children with 5 Point Star, 4 Point Star, Circle, or Plus Thickness. Adjust X Size and Y Size until the repeated children form the intended shape.

Frame-By-Frame Machine State

Use Focus Mode with Show Previous Frame so each child/frame can be aligned against the previous one, then drive the movie frame from a trigger zone or chip.

Static Background Cluster

Group only scene objects when the cluster should be decorative and easy to move as one unit without adding extra physics behavior.

How to use it

Practical workflow

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

Select all objects that should be edited together.

Use group-safe movement, scale, rotation, or duplication controls.

Check whether the selection contains mixed object types.

Some controls may appear only when the selected group supports them.

After broad edits, select individual objects for precise tuning.

Final physics, joints, paths, and game settings usually need single-object checks.