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

# Properties Panel

## What Are Properties?

Properties define the permanent and changeable aspects of an Element or object.&#x20;

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.

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/YZytLslkVzX9fjcRFTVN/image.png" alt="" width="563"><figcaption><p>Example: An Object has been selected, opening the Properties Panel.</p></figcaption></figure>

{% hint style="success" %}
**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.&#x20;
{% endhint %}

{% hint style="info" %}
**POP UP TIPS**\
Hover your mouse over any parameter in the **Properties Panel** for an info pop up.
{% endhint %}

### 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

Placing an asset as an **object** in your Experience allows you to customise it in the Properties Panel by:

* Name, visibility, and physics
* [**Location and Rotation in the 3D space**](../using-assets-and-objects)
* [**Behaviours**](../behaviours) **&** [**Components**](../components) (logic)
* [**Tags**](../using-assets-and-objects/tags) (unique identification to specify logic communications)

You may also create relationships with other objects in the [**Hierarchy**](../side-bar#hierarchy), which can affect an object's visibility, movement, and more.



***


Name Field and Visibility


{% tabs %}
{% tab title="Name" %}
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.

{% hint style="info" %}
**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.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/RD3OXFNEnFtpWDmQquO5/image.png" alt=""><figcaption></figcaption></figure>






{% endtab %}

{% tab title="Visibility" %}
Next to the **Name** field is an **eye** icon, which toggles whether an object will be visible or not during play. In Builder Mode, invisible objects are mostly transparent so you can find them.

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/DaIh8ZVPAXuTZEKtkRIw/image.png" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="info" %}
**INVISIBLE OBJECTS**\
Players can run into them if their collisions are still turned on.
{% endhint %}

{% hint style="warning" %}
**VISIBILITY OVERRIDE**\
Even if the eye button next to an object's name is set to **no visibility**, some behaviours or components with a visibility toggle will override this setting.
{% endhint %}

{% hint style="success" %}
**GAME DESIGN TIP - INVISIBLE BARRIERS**\
Visible natural barriers feel much better to players than invisible walls.

Use invisible walls minimally and mostly to prevent falls from very high viewpoints when falling would create frustration or trap players.

As your design skills become more complex, you won't need invisible barriers to prevent:

* breaking the game flow from accessing areas meant for later
* trapping players in holes or gaps
{% endhint %}
{% endtab %}
{% endtabs %}



***

## Transform


Learn more about object placement in [**Using Assets & Objects**](../../using-assets-and-objects#managing-object-position).

{% tabs %}
{% tab title="About" %}
View or modify an object's position and rotation coordinates within the 3D space.\


{% hint style="warning" %}
**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.
{% endhint %}

{% hint style="info" %}
**TIP**

Use the **END** key to drop an object to the surface of the block beneath it.
{% endhint %}
{% endtab %}

{% tab title="Position" %}
The maximum and minimum <mark style="color:red;">**X**</mark>, <mark style="color:green;">**Y**</mark>, and <mark style="color:blue;">**Z**</mark> **Position** coordinates are labeled below. The area colored grey shows the default direction objects will face when placed.

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/SH4SwbSX5TMzOGMNaEbp/land%20dimensions.png" alt="" width="375"><figcaption></figcaption></figure>


**Position** indicates the **location** of your object based on the coordinates of your land along the <mark style="color:red;">**X**</mark>, <mark style="color:green;">**Y**</mark>, and <mark style="color:blue;">**Z**</mark>-axis.

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/eUvz7uwURWitwE8cQhhM/image.png" alt=""><figcaption></figcaption></figure>

#### Two Ways to Change Position


1\. Select an object and **use the Gizmo** (the red, blue and green arrows) to move it. Coordinate numbers will update in real-time.

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/T3ruT8YCqJy9QyzXGR4g/image.png" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Dragging the center of the Gizmo moves the Object in all three dimensions at once.
{% endhint %}

2. Type values directly into the Coordinate fields and press **ENTER**, which will update the Object's location.


{% endtab %}

{% tab title="Rotation" %}
**Rotation** indicates the alignment of what is considered the "front" of the Object along the <mark style="color:red;">**X**</mark>, <mark style="color:green;">**Y**</mark>, and <mark style="color:blue;">**Z**</mark>-axis. It rotates around what is called the **Pivot Point** and is measured in degrees.

#### Example:

In the VoxEdit image below, the front of an asset is shown by a large white arrow outside of the collision boundary. The **Gizmo** with red, green, and blue move arrows shows the Pivot Point.

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/oDyv4N06CNHXOJXk0hVW/image.png" alt="" width="563"><figcaption><p>Example: A table asset built in VoxEdit.</p></figcaption></figure>

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/Dp0H3zluKUHvvuW6tDAU/image.png" alt=""><figcaption></figcaption></figure>

In the image above, the Object is **rotating along the positive X-Axis** about the Pivot Point at the feet, or base, of the object.\
\
As with Position, Rotation can be done with the Gizmo or by typing values into the coordinate fields (in degrees).
{% endtab %}

{% tab title="Global and Local Coordinates" %}
This toggle displays two different sets of coordinates for an Object:

* **Global Coordinates**, the default shown, are a selected Object's position and rotation **relative to the LAND**.
* **Local Coordinates** are a selected Object's position and rotation **relative to another Object it has been Parented to.** If it has different Local Coordinates, it is a **Child Object**.


**Example:**

**Local Coordinates** in the image below show how far our NPC named Jet is offset from where the Pivot Point and front facing direction of his **Parent Object**, the rabbit, is located.&#x20;

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/omfDBnbufjZDMRHJG6Ei/image.png" alt=""><figcaption></figcaption></figure>

If the **Parent Object** is moved or rotated, the **Child Object** follows, and both objects have new Global Coordinates. However, the **Child Object's Local Coordinates** stay the same since its **local relationship** to the **Parent Object** is preserved.

{% hint style="info" %}
Local Coordinates allow you to group Assets, which can help when you need to apply changes to multiple Assets such as moving scenery. They are also helpful for creating larger visual displays with precision using multiple Assets.
{% endhint %}

If a Child Object's coordinates are changed to **0, 0, 0**, its Pivot Point is in the same location as the Pivot Point of its Parent Object. The same goes for rotation, where the front of both Objects would be aligned.


{% hint style="info" %}
Learn more about **Parenting** using the [**Hierarchy**](../side-bar#hierarchy).&#x20;
{% endhint %}


{% endtab %}
{% endtabs %}



***

Physics&#x20;


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.&#x20;


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

{% hint style="info" %}
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.
{% endhint %}

{% hint style="warning" %}
There are new custom collision options available with the 0.12 update allowing you to change the shape, size, and position of collisions. [Learn More](../../../version-notes-and-changelogs/game-maker-0.12#custom-colliders-for-precise-control)&#x20;
{% endhint %}

***

Attributes


{% hint style="danger" %}
**ATTRIBUTES UPDATE COMING SOON**\
The Attributes system, influenced by Catalysts & Gems, will be updated very soon, along with this documentation.
{% endhint %}

{% hint style="info" %}
Attributes are set by an asset's creator and cannot be edited in the Game Maker.
{% endhint %}

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**](../../../../basics/assets#rarity-and-attributes).

<figure><img src="https://content.gitbook.com/content/83PS3g9zpWmq73xzlwFn/blobs/RE3WiXUhdmtrZ5sfWeVF/image.png" alt=""><figcaption></figcaption></figure>



***

## 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**](../behaviours).

{% hint style="info" %}
Only **ONE** Behaviour can be assigned to an Object.
{% endhint %}



***

&#x20;Components&#x20;


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

Learn more about [**Components**](../components).

{% hint style="info" %}

Multiple Components can be assigned to an Object.
{% endhint %}

{% hint style="info" %}
[**Spawn Point**](../behaviours/basic-logic/spawn-point-and-avatars-feature) behavior allows you to apply some components as the "Avatar's Feature." These settings are applied to player that enter the game through an Avatar's Portal asset with the behavior applied.&#x20;

You can set up multiple portals with different Spawn Point settings to create teams in multiplayer games or random settings applied at spawn in singleplayer games.
{% endhint %}



***

Edit Logic


{% columns %}
{% column width="50%" %}
The **Edit Logic** button is now discontinued as of the 0.12 update. In previous versions you'd need to click this to see all options in the Properties Panel, but now everything is visible by default.
{% endcolumn %}

{% column width="50%" %}
<figure><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2F8fjSRnxBDLXFNSIDGTv7%2Fimage.png?alt=media" alt="" width="340"><figcaption></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

***

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.

{% hint style="info" %}
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.
{% endhint %}

{% hint style="info" %}
Applying game logic through Behaviours and Components may add default tags associated with that logic. These can be changed at any time.
{% endhint %}

Learn more about [**Tags**](../using-assets-and-objects/tags).

