Level resources
The library, the resource tabs, resource metadata, the theme and shape editors, licences
Library
Resources saved on this device. They are shared by every level you open here
Importing copies the resource into the level. A level is a folder of files, and it carries everything it needs. That is what keeps it portable
So the library is a convenience for you. Whoever plays your level never depends on it
More - Reuse: prefabs, copying, generators
Textures
Images this level carries. The game itself ships no textures. Every texture a level uses was added here
A level is just a folder of files. A texture lives in it and travels with the level: zip the folder, send it, unzip, play
Shapes are not textures, they are real geometry. They need nothing from this tab
More - Images and fonts
Shapes
The level's own shapes. They come on top of the ~500 shapes the game generates
A shape is real geometry, not a picture. It is fitted to its bounding box, and its longer side measures exactly 1. So the object's rect matches what it draws
A shape and a hitbox are the same kind of data. An object carries two references: one for what is drawn, one for what is hit. Neither derives from the other. So a harmless telegraph beam, a hitbox simpler than its art and an invisible wall are all ordinary content
More - What a level needs
Themes
A theme is a palette. The level's colours can point at it instead of holding literal values
Swapping the active theme restyles everything that points at it at once. The active theme can be animated on the Events timeline. That is how a level changes its whole look mid-song
Themes can be saved to the device-wide library and reused in other levels
More - Themes, Colour, themes and post-processing
Effects
VFX Graph particle effects the level can place
Effects are optional enrichment. A level that never uses one plays exactly as designed
An effect uses the same seeded randomness as everything else in the level. So it replays identically on any device. Effects can be saved to the device-wide library and reused in other levels
More - The level's budget
Prefabs
Reusable groups of objects. A prefab holds its own template objects. Placing a prefab writes real copies of them into the level
Editing the template later carries over to every placement. A placement can still differ from the template through per-instance overrides
Prefabs have no game-defined presets, unlike themes, effects and colliders. The device-wide library is the only way to share a prefab between levels
More - Reuse: prefabs, copying, generators
Resource metadata
Title, description, sources, licence and authors of one resource
This is how attribution survives. A texture, font or audio file taken from somewhere carries, inside the level, where it came from and under what terms. That record goes wherever the level goes
Fill it in when you add the resource. That is the only moment you still remember where it came from
More - A resource's record
Theme editor
The slots of a theme and the colours in them
Level content points at a slot by its position. So renumbering slots restyles everything that references them
Save a finished theme to the device-wide library. Then you can use it in other levels
More - Themes, Colour, themes and post-processing
Theme colour reference
Points this colour at a slot in the level's theme instead of a literal value
When the theme changes, everything referencing a slot restyles at once. Themes can be animated on the Events timeline. That is how a level changes its whole palette mid-song without touching a single object
The swatches show the palette at the frame of the key you are editing, never at the playhead. The window names the themes on either side of that frame. To pick against a later look, edit a key that sits later
More - Themes, Colour, themes and post-processing
Shape editor
Builds a shape from points and the edges between them
You edit points and edges. Triangles are derived automatically and never edited. So a corner shared by three triangles is one point to drag, not three that come apart
Edges exist only in the editor, the format stores triangles. So an edge that closes no loop is dropped on save. The editor reports it rather than dropping it silently
More - Images and fonts
Licences
The terms this level and its resources come under
A level carries every file it needs: images, fonts, audio. Each file can come with its own conditions. Those conditions are recorded per resource, not just for the level as a whole. So a level made of borrowed parts can say exactly what was borrowed and under what terms
Read them before reusing anything from someone else's level