📖 User Guide

This user Guide is updated regularly. It allows you to enter in the details to learn how to use the editor.

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Level

Last update : August 10, 2025

🌐 Visual Logic

This chapter focuses on the core of the level editor.
It’s all about visual logic, based on object connections and trigger zones — no programming required!
Each connected object creates a chain reaction that executes configurable behavior scripts.

Here's an example of such a connection:

The first connection is a trigger zone activated when the player passes through the portal.
It’s connected to a light, which in turn is linked to another, and so on.
When the player enters the trigger zone, it activates all linked objects' scripts through the connections.

You can perform all kinds of actions using pre-built scripts. No need to code, unless you’re comfortable doing so — but existing scripts should cover a wide range of gameplay features.

You can create as many different chains as you want.
Each connection supports only one input and one output, but there’s no limit to the number of links in a chain.

Here’s a small sample of what you can build with this system:

  • Puzzles
  • Vision-based detection
  • Chasing, evasion, alerting
  • Group AI
  • Sound investigation
  • Moving platforms
  • Destructible objects
  • Sliding surfaces
  • Pressure plates, weight balance
  • Lever sequences, numeric codes, cable connections
  • Branching dialogues
  • Reputation, trading, deception, persuasion

🔗 How to Connect Objects

First, activate Visual Logic Mode like shown in the image:

Yellow spheres appear on all objects.
Note: When this mode is active, only the spheres are clickable — objects themselves can’t be selected.

To connect, hover over a sphere:
✅ If it turns green, you can use it.
❌ If it turns red, the connection isn’t allowed.

Example:

Click and hold the green sphere, drag to another green one, and release.


The connection is made:

In the middle of each connection, a blue sphere appears. It’s not decorative — it has two purposes:

  • Add options to the connection (not yet implemented)
  • Or break the connection (fully functional)

Clicking it opens this interface:

This system is the heart of your game’s logic — simple, powerful, and fun for creative minds like yours. 💡

🙈 Hiding Elements

When your scene gets crowded, it’s useful to hide some elements temporarily.

Use the left panel to do this:

Check any type to hide all objects of that category.
For example, this scene full of trees:



After hiding trees:

You can uncheck to bring them back once you’re done working in that area.

🎯 Camera Shortcuts



Navigating scenes is usually done with the camera.
But you can also save shortcuts for specific locations and angles — super handy! 🚀

Just move and rotate the camera to where you want, then click “Add a Shortcut”.
Name it, and it appears in the dropdown list.
Later, just pick it and your camera instantly moves to that exact position and angle.

There’s no limit — use as many as you want. It’s a great way to jump between working zones.

⚙️ Settings

In the Edit > Settings menu, you'll find a few useful options:

  • Auto fullscreen when editor opens
  • Hide tooltips on start
  • Hide video tutorials on start
  • Hide keyboard shortcuts panel
  • Auto-translate the editor to French
  • Show FPS counter
  • Enable or disable shadows in the editor
  • Smart Gizmo as default

Each option does exactly what its description says — simple and efficient.

🧰 Editor Gizmos

Gizmos let you move, rotate, and scale objects in X, Y, Z directions.
The 3 colors of each axis in the same order are red-green-blue (RGB):

  • X = left/right
  • Y = up/down
  • Z = forward/back

Classic Gizmos look like this:

Move:



Rotate:



Scale:

You can perform transformations through its gizmos.
There is a variant which is theSmart Gizmo. Here's what it looks like:

As you can see, it wraps around the selected object and includes several handles: in the corners, on the sides, and in the center. This gizmo lets you move, scale, and rotate objects — but it does much more than that!

When in move mode (by selecting the center area of the gizmo), you can move the object freely in all directions without being constrained to any specific axis. It follows your mouse movements — but with some clever extra features:

  • ⚖️ It stays aligned with the ground and follows the shape of the terrain beneath.
  • 🧲 It detects collisions with other objects and positions itself accordingly.
    Exemple: Imagine dragging a barrel and wanting to place it on a wooden pallet. As soon as the barrel touches the pallet, it automatically snaps on top of it.
  • 🌀 It adapts to the surface angle when you release the mouse button.
    Exemple: Picture a two-wheeled cart tilted forward because its front handles rest on the ground. If you drop the barrel onto the cart, it will align perfectly to match the angle of the inclined surface.

This saves a lot of time and makes object placement far more precise. 🛠️

⚠️ Note:because this smart gizmo involves many additional calculations, it may cause some slowdown on lower-end machines. But it's definitely worth trying out!!

💡 Final Note

We’ve covered a lot here, but many more features will be shown in future chapters.
I wanted to avoid overwhelming you with too much information at once.

This chapter was mostly about navigating the editor and understanding the visual logic system — which is the real core of your game creation.

Hope it wasn’t too long — and that it showed just how powerful and intuitive the editor really is. 😊



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