Editor settings
The editor's settings tab, creating a level and using someone else's work
Game Editor
Autosave, the camera, selection and file formats are set here
| Setting | What it does | Default |
|---|---|---|
Autosave | turns autosave on | on |
Autosave Rate | seconds from an unsaved edit to the autosave | 60 |
Max Autosave Files | how many copies are kept. The oldest is dropped when the limit is reached | 25 |
The timer counts only while there are unsaved edits
One autosave does two things:
- Writes a copy of the level to
<game folder>/backups/<level id>/ - Saves the level itself, as
Ctrl+Swould
A copy holds the level file alone. There are two ways to restore it:
- in the level settings:
Dangerous Zone→Restore from backup - by hand: copy it into the level folder as
level.json(orlevel.blob)
More - Not losing your work › Autosave
Camera Min Size and Camera Max Size cap how far the editor viewport may zoom in and out
Multi Select Requires Hold and Pick Invisible AABB change what a click in the viewport means.
Check them when selection suddenly behaves differently than you remember
Level Serialize Mode and Resources Serialize Mode set the default format for writing to disk
More - Speed and shortcuts
Grid
The viewport grid is drawn behind the level to help you place objects
| Setting | What it does | Default |
|---|---|---|
Grid On By Default | whether the grid is on when the editor opens. It is only the starting state | off |
Grid Size | the side of one cell, in world units | 1 |
Grid Opacity | how strongly the lines show, from 0 to 1 | 0.25 |
The grid button on the toolbar turns it on and off. That state is not saved between sessions
How the grid looks:
- It has no edge. The cell changes in steps of 10 as you zoom, and the finer grid fades in
- When a grid level would need too many lines, that level is switched off rather than thinned
- The line colour is always the inverse of the current frame's camera background, so the grid stays visible when the background changes. Only the opacity is yours
With snapping on, dragging a position snaps to half a cell: to the crossings and to the cell centres. It uses the grid you can see. With the grid off, a position drag snaps to a fixed step
Selection
| Setting | What it does | Default |
|---|---|---|
Multi Select Requires Hold | on: in multi-select mode a click adds only while Ctrl is held, and a plain click replaces the selection. Off: once the mode is on, every click adds | on |
Preview Collider On Select | draws the hitbox of every selected object as a translucent fill | off |
Pick Invisible AABB | a click picks an object by its whole rect instead of by what it draws | off |
Long Press Delay | how long a hold waits before it opens a menu, in seconds | 0.5 |
Long Press Travel | how far the pointer may drift during that hold before it counts as a drag | 8 |
Selected Hitbox Opacity | how solid a selected object's hitbox is drawn | 0.5 |
Hitbox View Opacity | the same for the view of every hitbox, fainter because hundreds of them overlap there | 0.25 |
Releasing Ctrl in multi-select mode clears nothing and does not leave the mode. Only the next plain click replaces the selection. More on the mode - Hierarchy and clipboard
The collider button on the toolbar shows the hitbox of everything in the frame, the player's circle included. That state is not saved between sessions. With too many hitboxes on screen, the view switches itself off with a message rather than drawing only some of them
An object with no collider draws no hitbox in either view, and neither does an inactive one
Gizmos
| Setting | What it does | Default |
|---|---|---|
Gizmo Handle Scale | how big the viewport drag handles are, from 0.1 to 10. A handle sized for a mouse is hard to hit with a thumb | 1 |
The handles keep the same size on screen at any zoom
Create a level
Level Presets decide what a new level starts with: empty, or a small scaffold.
Without a preset you would build that scaffold by hand every time
Parameters set the things that are awkward to change later: frame length and framerate
The "level" File Format and "metadata" File Format dropdowns pick how the level and its metadata are written to disk. Both can be changed later from the level's Dangerous Zone
More - Your first level: the route
Using someone else's work
Every external resource in a level (music, images, fonts, texts) has to meet one of two options:
- a licence at least as free as
CC BY-NC - the rights holder's own permission covering public non-commercial redistribution
A private "sure, go ahead" is not enough. A level under CC BY-NC is redistributed publicly. The permission has to cover that, not just your personal use
Nothing is checked on a level that stays on your device. The rules apply at one moment: when a level is offered to a service
The full rules, the accepted licence list, the request template and where to find resources: