The Pillars of a World

Conditions & effects

Conditions are the gate to interaction. Put them on an object: all must hold before anyone can interact (pick up, talk, open, step in — all the same). When they don't, users see the message you wrote.

Effects change variables. Four operations: set (=), add (+=), subtract (−=), multiply (×=); the operand can be a number, another variable, a function, or an inline formula.

A classic combination — key opens door: the key's effect sets the world variable has_key to 1; the door's condition is “has_key ≥ 1”. Pick up the key and the door opens; otherwise your message shows.

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The “heal the witch with herbs” setup in the Forest Cabin example is built the same way: the condition checks bag herbs > 0, the effect does herbs −1 and witch HP + heal amount. There is no built-in healing anywhere in the platform.

HUD & info

UI objects are text pinned to the screen, wherever you choose. Text can splice in variables live: “Keys: [count]” — change the variable and the on-screen text updates at once.

A UI object's text, screen position (anchor and segments), and margins are edited in its library definition; the world-level instance only sets display conditions and which scenes it appears in. The canvas shows the actual text preview (variables evaluated at initial values); UI hidden by its current conditions appears semi-transparent.

Multiple UI objects in the same corner each take their own row by default. Drag a preview on the canvas to rearrange: drag horizontally to join the target on the same row (a vertical line marks the drop), drag vertically to start a new row at the target (a horizontal line marks the drop). The group sits 16px from the screen corner; each instance sets its own font size in the HUD inspector.

Info objects open a reading popup. On first read, the text is recorded into the Clues panel and your effect fires; reading again does not re-trigger it.

The bag and the clues live in the on-screen HUD panels (bag bottom-left, clues bottom-right by default).

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The bottom corners are taken by the bag and clues panels by default — put UI objects in the top corners.
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A UI object can have display conditions (e.g. show only when keys > 0) and appear only in the scenes you pick.

Sound

Upload music and sound effects in the Materials view. Several tracks can be arranged into a playlist: play in order or shuffle, optionally looping.

Scene background music: pick a single track or a playlist in scene settings — it plays when users enter the scene and stops when they leave.

Object sound effects: pickup, gate opening, dialogue, stepping into a trigger — each moment can have its own sound. Set a default sound on the library object (instances placed in scenes inherit it), override it on a single instance (highest priority), or tick “Same type” to share one sound across this scene (overrides the object default).

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A single-track BGM loops by itself; a multi-track playlist relies on the loop switch to start over (in shuffle mode it just keeps drawing tracks).