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Property editor
The Property editor is the dock (usually on the right) where you configure whatever is currently selected. It is context-sensitive: the tabs and fields it shows change depending on whether you have selected a brush (a solid, trigger, mover or door), a Thing (monster, light, pickup, logic entity...), or nothing at all.
When nothing is selected the panel simply reads "Nothing selected."
The dock itself has two top-level tabs:
- Properties — the context-sensitive editor described on this page.
- Debug Console — switches to the Debug Console.
Every selection starts with a shared header:
- Name — the entity's name. This is what you type into I/O connections to target it, so give anything you want to wire up a clear, unique name.
- ID button — toggles a read-only UUID field. Every object has a stable UUID; I/O connections prefer it over the name, so a connection keeps working even after you rename the target.
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Targeted by — automatically lists every entity that currently points an I/O connection (or a legacy
target) at this one, e.g.button_1 (I/O: OnTrigger). A quick way to see "what activates this?".
When a brush is selected the editor shows a row of tabs. The behaviour tabs (Trigger, Mover, Door, Shader) only appear when the matching option is enabled on the General tab, so the panel stays uncluttered.
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Shader — assign a special surface shader:
<None>,Glass,Glow,Water, orFog. Choosing anything other than<None>reveals the Shader tab. - Lock — prevent the brush from being selected or edited in the viewports.
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Behaviors — the three checkboxes that turn a plain solid into an active object, each revealing its own tab:
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Is Trigger— activates other objects (→ Trigger tab) -
Is Mover— moves back and forth (→ Mover tab) -
Is Door— opens when triggered (→ Door tab)
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- Brush Group — give a door/mover and its companion brushes the same group name so they move together.
Configures an invisible trigger volume.
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Trigger Type —
Once(fires a single time) orMultiple(re-arms every time). -
Activation —
touch(fires when the player walks inside) oruse(fires when the player presses E). -
Use Label — custom on-screen prompt shown in
usemode (defaults to "Activate"). -
Action:
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target— fire its I/O outputs (OnTrigger,OnStartTouch,OnEndTouch). -
hurt— damage the player on contact. -
teleport— move the player to a chosen Target Node (PathNode).
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- Damage — enable "Hurts player on contact" and set the Damage Amount.
Turns the brush into a platform/lift that slides between two positions (like func_door/func_mover).
- ▶ Preview Movement — animate the motion in the editor.
- Speed / Distance — how fast and how far it travels.
- Direction — an X/Y/Z vector for the travel direction.
- PathNode Waypoint → Path Target — instead of a straight slide, follow a chain of PathNodes.
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Options — Start moving immediately, or Rotate continuously (
func_rotating) with its own rotation axis.
- ▶ Preview Door — animate open/close in the editor.
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Open Direction —
up,down,north,south,east,west. - Open Distance, Lip (how much stays visible when open), Speed.
- Door Options — Auto-open when player is near, Locked (requires a trigger to open), Requires key to open.
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Key Name — choose
red_key/blue_key/yellow_key/custom; a Select Key Pickup ▸ helper links the door to the matching Pickup.
Appears when a shader is assigned on General, and shows the properties for that shader:
- Glass — distortion and edge effects.
- Glow — emissive glow.
- Water — animated water surface.
- Fog — volumetric fog volume and density.
- Brush Colour — pick the flat colour, with a Reset back to the default grey.
Present on triggers, movers and doors. This is the panel where you wire the brush's outputs to other entities' inputs — see Triggers & The I/O Logic System and the I/O tab section below.
When a Thing is selected the editor shows up to two tabs:
The fields here depend on the entity type. Some examples:
- Monster — AI settings, health, projectile sprite, patrol Target Node and patrol mode, and behaviour flags.
- Pickup — item type, value, activation, sprite, respawn timing, and (for keys) the door it unlocks.
- Light — colour, brightness, shadow options.
- LogicCamera — cinematic path target, speed, FOV override.
- LogicSpawner — what to spawn, the target node, and a spawn cap.
- LogicKeyValueStore — designer default key/value pairs plus a live view of the runtime values.
- Attach to Mover — parent a thing to a mover brush so it rides along.
Shown for any entity type that has registered inputs/outputs. Identical in operation to the brush I/O tab.
The I/O tab is the front-end for the Triggers & The I/O Logic System. It has two parts:
Output Connections — a table of the connections leaving this entity, with columns:
| Column | Meaning |
|---|---|
| Output | Which of this entity's events fires the connection (e.g. OnTrigger) |
| Target | The entity that receives the signal (by name or UUID) |
| Input | Which input to run on the target (e.g. Open) |
| Param | Optional parameter passed with the signal |
| Delay | Seconds to wait before firing ((once) marks fire-once connections) |
Use Add, Edit, Remove and Copy to manage rows. Adding or editing opens a dialog with My Output, Target entity, Target Input, Parameter, Delay, and a fire once option — the input list auto-fills with the valid inputs for whatever target you pick. A Debug Console button jumps to the console for testing.
Available Inputs (for targeting) — a reference list of the inputs this entity type accepts, so other entities know what they can call on it.
The I/O tab is one of three ways to connect entities — the Logic Wizard (guided scenarios) and the Logic Graph Editor (Ctrl+L, visual node wiring) edit the very same connections. See the Triggers & The I/O Logic System page for the full picture.