Level settings
The level's own tabs: play, core settings, rules, metadata, history and raw data
Play
Launch options apply to this run only. Nothing here is saved into the level
Lifes, Speed, Checkpoints and auto-level let you rehearse a section without editing it
The Seed here outranks the level's own seed. It is the top of the three tiers. Use it to replay the exact run you just saw. 0 means use the level's own seed, or a new one each run
More - Difficulty and the curve
Core
Frame length, framerate and the level's two seeds
Level Seed is the level's own seed. It is part of the content, and changing it can be undone.
0 means "a new seed every run". It is the default, so an ordinary level plays differently each time
Runtime Seed only shows which seed this editor session resolved. Regenerate rolls a new one for the session only: nothing is written and nothing goes into undo. Reloading the level resolves the seed again
A frame is a cell, and time is a boundary. Frames count from 1. Frame f covers the time from (f-1)/fps up to but not including f/fps. A level of N frames holds frames 1 to N. N+1 is the end boundary, not a frame
More - Frames, time and the length of a level
Level Orientation
Which way round the device is held during this level
Horizontal and Vertical turn the player's device for the duration of the level. This choice outranks the player's setting.
A monitor cannot be turned. So on desktop a vertical level plays inside side bars, and that is how it should look
Not Specified leaves the choice to the player. It is not a default but a claim about your level: it reads correctly in both orientations.
The game adjusts nothing for it: nothing is reframed, letterboxed or scaled. Content beyond the horizontal edges is off screen in one orientation and visible in the other.
Pick it only after checking the level both ways
Dangerous Zone
Actions that delete or rewrite files rather than content
The "level" File Format and "metadata" File Format dropdowns rewrite the level and its metadata on disk. Switching format deletes the file in the old format. Nothing else happens: no reload, no resimulation, your selection and undo history stay. What is written is exactly what is already in memory
Delete level removes the level's folder from disk. This cannot be undone
More - Not losing your work
Rules
Problems that validation found in this level:
- broken references
- duplicate ids
- parent cycles
- prefabs nested too deep
- overlapping beat segments
Some findings can be repaired, one at a time or with Fix All. Repairs land on a draft: Save applies them as one undoable operation, Discard drops them. Graph findings (ids, parents, prefab nesting) carry no repair, and that is deliberate: each is a content decision only you can make, and an automatic fix would quietly pick one of several valid answers
A child that overhangs its parent's span is not reported. That is legal data behaving as designed. If you do want lifetimes fitted, run the Span Fit modifier from the generators. It clamps the children in or expands the parents out
More - Not losing your work
Metadata
Everything about the level that is not the level itself: name, description, logo, licence, age rating and authors
Name and description are written per language, right here. A player whose language you did not fill in gets the first one you did
No translation keys are needed here. A level is content, not part of the game's interface
Licence and authors travel with the level wherever it is shared. That is how credit survives a re-upload
More - Metadata and sharing a level
Level Tags
Tags are your own words. They are shown exactly as written and never translated. A player filters levels by them in the level browser
Write tags comma-separated. Keep them short and general: a genre, a mood, a mechanic. A tag helps only if other levels use it too. A tag nobody else will type filters nothing
History
Every edit this session is a row here. Newest at the top, like a git log
The leftmost column is the main line. A column of its own is a branch. It is a line you left behind when you undid an edit and went another way
The ring marks where you are. The green circle marks the last save
Clicking a row walks the level back to that exact state. The walk applies one operation per frame. So you watch the level change instead of waiting on a frozen screen
The editor is read-only while a walk runs. You can still move the camera and scrub, but not edit. Cancel stops the walk where it is, and that is always a real state of the level
History lives in the current session only. It is never written to disk, and reopening the level starts it over. Its size is limited: the oldest abandoned branches go first, then the oldest edits
Raw Data
The whole saved level model as one tree of fields. It is the file itself, before the editor processes it
Nothing here is validated. This is the escape hatch for what no other screen covers yet. It will write a value the rest of the editor considers impossible
A filled dot beside a field means you changed it this session. A hollow dot means something inside it changed. Without it, a change three levels down a collapsed branch would be invisible
The Apply button is hidden, not disabled, when there is nothing to apply.
An empty apply would push a level swap onto the undo stack for no reason
More - Not losing your work