Level resources
A level's textures, shapes, themes, effects and prefabs live in its folder and travel with it. Each resource has its own card with its source, licence and authors
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
The library lists three sources, each a chip: My library, My collections and, in a Steam build, Workshop.
Picking an entry imports it with its dependencies. If the level already holds a different version, the game asks which to keep
More - Library and collections, 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. The object's rect is the shape's box, and the two kinds of shape sit in it differently:
- a built-in shape keeps its proportions. Its longer side spans the rect, so a
Triangleat size (2, 2) draws 2 wide and about 1.73 tall - a shape the level defines is stretched to the rect as it was drawn in its box. An outline the AI assistant gives is fitted to the box, so it fills the rect exactly
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
Built-in shape names
The name of a built-in shape is put together from parts, always in this order. Circle_S2_T8_I is the right half of a circle, as a ring 1/8 of the radius thick, inverted
| Part | Meaning |
|---|---|
| form | Square, Circle, Triangle, RightTriangle or a regular polygon: Pentagon, Hexagon and so on |
S2, S4, S8 | a sector: a half, a quarter, an eighth. It starts straight up and runs clockwise, so S2 is the right half. No S - the whole shape |
_2 after S4 | the other quarter: the lower right one instead of the upper right one. It exists only where the form gives a different shape |
T2, T4, T8, T16, T32 | a ring, 1/2, 1/4, 1/8, 1/16 or 1/32 of the radius thick. No T - filled |
I | inverted: the box (or its sector) minus the shape |
A form with no other parts, such as Circle, is the whole filled shape. Not every combination exists. A half of a square is just a rectangle, so a narrower size does that
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
The game ships no preset effects. Every effect a level uses was created in it or taken from the library
More - Level 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, and neither do effects. The game ships presets only for themes, fonts, interface sounds and the built-in shapes. The library is the only way to share a prefab between levels: your device library or a collection. More - Library and collections
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 - The resource 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