Properties Panel

An Object's Properties contain the variables that define how it will be physically and logically interactive in your Experience.

What Are Properties?

Properties define the permanent and changeable aspects of an Element or object.

An Element in the library will include default properties that can be viewed when you select it. Any object that has already been placed from the Library into the viewport can be selected to view its properties, which may include your customisations.

Open or collapse the panel with the top right button.

MODIFY MULTIPLE OBJECTS

Selecting multiple objects in the viewport reveals the properties they have in common in white text and the properties that differ in orange text. Changing a property will affect all selected objects, which can be useful in your creation process.

POP UP TIPS Hover your mouse over any parameter in the Properties Panel for an info pop up.

Permanent Information

Permanent information is visible in the Properties Panel. It has been added by an Element's creator when uploaded from VoxEdit, such as a Description or Attributes.

Customisable Utility

Customisable information is visible in the Properties Panel. Placing an Element as an object in your Experience allows you to customise it by:

You may also create relationships with other objects in the Hierarchy, which can affect an object's visibility, movement, and more.


Name Field and Visibility

By default, the Name assigned by the asset's creator will appear, but it may be modified for your Experience. Change the name if you have placed the same asset in your Experience many times and need to find one of these objects easily.

COLLECTABLE COMPONENT - WHAT PLAYERS SEE An object's new name appears in the bottom right when it is collected by players, but the original asset name appears in the player's Inventory.


Transform

Learn more about object placement in Using Assets & Objects.

View or modify an object's position and rotation coordinates within the 3D space.

OBJECTS WITH MOVEMENT Objects with behaviour or component settings that include walking must be placed directly on block surfaces only for that movement to work properly. Objects do not walk on the surface of other objects.

If an object's collision box is above or below the block surface, it will not walk.

TIP

Use the END key to drop an object to the surface of the block beneath it.


Physics

The Physics property determines if an object has collisions and if it can be moved when players collide with it.

Collisions: The object has collisions and is anchored in place unless it has a behaviour or components allowing it to move.

No collisions: The object has no collisions, meaning players and other objects can pass through it.

Collisions + Gravity: The object reacts to colliding with other objects and players and changes position and rotation.

The Collisions + Gravity Physics setting does not take mass into account to calculate motion per object and match real world physics. Every object responds the same way to colliding with another object or a player.


Attributes

ATTRIBUTES UPDATE COMING SOON The Attributes system, influenced by Catalysts & Gems, will be updated very soon, along with this documentation.

Attributes are set by an asset's creator and cannot be edited in the Game Maker.

An asset's Attributes are part of a tolerance system built into Game Maker's logic. An object with a higher value in a certain Attribute will have higher maximum ranges in any behaviours or components that include it in its parameters.

Players can also modify their gameplay experience by applying equipment assets that affect their stats via the equipment's Attributes.

Learn more about Attributes.


Behaviours

A Behaviour governs how an Object will act and interact with other Objects and the player. Some Behaviours are more likely to be used with living things, such as Citizen or Melee Enemy, while some are used for logic or ambience, such as Weather Switcher.

Learn more about Behaviours.

Only ONE Behaviour can be assigned to an Object.


Components

A Component adds a layer of interactive possibility for an Object.

Learn more about Components.

Multiple Components can be assigned to an Object.


Edit Logic

The Edit Logic button opens the deepest level of detail for customizing an Asset’s Properties.

Until you press the Edit Logic button to open all logic available for the Object, you will only see a simplified view.


Tags

Tags are part of an Object's customisable identity. They allow other Objects in an Experience to detect or "speak to" a specific Object directly.

An Object may have multiple Tags, including a unique one or one that other Objects also have so they are treated as a group identity.

Example:

If players are on a Quest and must collect 5 different ingredients for a recipe, give each ingredient the same Tag to easily count how many ingredients were collected.

An Object may already have tags when placed based on a default Behaviour applied to the Asset during its creation. These can be changed at any time.

Applying game logic through Behaviours and Components may add default tags associated with that logic. These can be changed at any time.

Learn more about Tags.

Last updated

Logo

Copyright © 2012- 2023 The Sandbox. All Rights Reserved.