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.
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).
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).
