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
| Type | What it does |
|---|---|
| Prop | A base that takes up space, blocks movement, or decorates (walls, rocks, furniture) |
| Item | Pick it up into the bag (same kind stacks with a count) |
| Info | Text to read; the first read goes to the Clues panel and fires an effect |
| NPC | A multi-line dialogue popup |
| Trigger | Stepping into its area fires an effect automatically |
| Light | Lights up dark scenes (intensity / radius / lit are adjustable) |
| Gate | Teleports to another scene; linked gates reach other worlds |
| UI | Text pinned to the screen |
