Objects

Objects and instances

Objects are the building blocks of a world. Define an object in the object library first (name, sprite, variables…), then drag it onto the canvas to place it in a scene (UI objects are the exception — they live in a world-level list; see HUD & info).

An object's look, pickup mode, and whether it goes into the bag are defined in the object library; once placed, the instance only carries its position, label, interaction conditions, and effects.

The label is the name users see. Interaction happens three ways: press E nearby (pick up / read / talk / enter a gate), touch to collect (step on it), or step into an area (triggers).

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Dialogue and text live on the object placed in the scene, not in the library definition — the same library object can say different things in different scenes. See the Dialogues chapter for the full dialogue workflow.

The eight object types

TypeWhat it does
PropA base that takes up space, blocks movement, or decorates (walls, rocks, furniture)
ItemPick it up into the bag (same kind stacks with a count)
InfoText to read; the first read goes to the Clues panel and fires an effect
NPCA multi-line dialogue popup
TriggerStepping into its area fires an effect automatically
LightLights up dark scenes (intensity / radius / lit are adjustable)
GateTeleports to another scene; linked gates reach other worlds
UIText pinned to the screen