Dreams Documentation

by TAPgiles Icons Twitter Youtube
Donate

Skip to the Table of Contents

Printing: Please turn on "background images" to ensure the icons are shown. Most browsers allow you to print to a PDF file, for offline use. [Print]

Foreword

Hi! I’m TAPgiles. You may have seen me around—sensing someone in need of help, diving in to save a project from stalling because of some problem or other, and bouncing out again like a ninja but in a good way.

I’ve actually been doing that full-time for about a year now… and I’m not saying I’m better than Batman but he’s a part-timer at best. The reason I do this is because I think one of the most important and healthy things you can do as a human being is to create. To bring something new into the world, to communicate those more subtle and complex ideas with others, and for the sake of our own sanity.

For a long while, I did this out-of-pocket. But more recently, thanks to the support of Dreams creators such as yourself, I’ve actually been able to pay bills at the same time. This is amazing! Not just because I don’t have the sword of Damocles dangling over my head quite so much—though, life, am I right?—but also because it’s allowed me to do things like this.

Speaking of which, if you’d like to join my supporters and help fund more projects and ongoing work helping the coMmunity, I’d really appreciate it if you’d consider sending me a tip through Patreon, Paypal, Twitch, or Ko-Fi.
And a huge thank you to the people who have donated so far. A huge round of applause everyone! (Claps alone in his room.)

I’ve spent many months on this. There’s more features I’d like to add to it, and a few minor clarifications to add once I can confirm things with the folks at Mm… but it’s here!

In fact, I’ve had this in the works since beta ended. That’s when I started work on the first version of this documentation in Google Docs. That’s why I made the Icons Guide, in fact—to allow me to add icons in the documentation of my dreams. (Clears throat.)

And now’s the time! I hereby bequeath to the internet… Dreams Documentation! (Choir singing in background.)

Oh, and if you spot anything missing or incorrect or even just unclear, drop me a message anywhere you can find me. My DMs are always open. Twitter | Reddit

Tips

I've made this document as easy as possible to use. But here’s a few tips for getting the most out of it.

If you want to search the entire document, use your browser’s “find in page” function. Most computers have the shortcut CTRL + F or CMD + F to do this.

Main headings all have bookmarks (or “anchors”) you can use to send people to the right places. These are also used for the cross-reference links you see dotted throughout the document. When a heading has a bookmark, it has a hash/pound/number symbol # before the heading and a space. So if you want to skip to the teleporter gadget, search the page for # teleporter and you'll teleport to that section! (Ahem.)

Also, you'll find video references that look like this: (Mm). Just click/tap on one to go to the point in the video discussing or demonstrating whatever you were reading about in the documentation!

Table of Contents

Contents:

  # Acknowledgements

While I solely write and maintain this document, I couldn’t have got started on such a large project without the help of other dreamers.

First and foremost, my supporters. These kind dreams creators have donated towards my living expenses since the start of my going full-time, and those people have played a big part in making the TAPgiles Dreams Documentation become a reality.

Others of the Dreams teaching community have been a big help also, especially in the early days of writing the first version of this documentation.

I’d like to give a special thanks to LadyLexUK and QuietlyWrong who wrote the DreamSchool documentation articles, which I used as reference for things like setting names and icons when I was away from my PS4.

Throughout this document are links to specific time stamps of videos created by myself and the community. Each such link uses a code to remind you of who made the video. For example (Mm) means Media Molecule made the video that is linked to.

A big thank you to everyone listed below for creating content to help the community. Videos by other creators and teachers were vital to the creation of the early versions of this documentation. Thank you all!

  # Creation Types

There are four types of creation.

Contents:

  # Dream

Dreams are rectangular. They contain scenes or other dreams, and they can be linked together by plugging wires into doorway nodes of different scenes. (Tg) If there is more than one scene that could be seen within the dream map, a map button is shown on the dream’s cover page.

Dreams can have a maximum of 200 scenes (including scenes nested within other dreams). Dreams can be nested up to 4 deep—including the top-level dream. Only 50 dream creations can be contained within another dream.

If a player has played the dream before, a red reset button is shown on the dream’s cover page. Click this and confirming will delete all data about their playthrough including persistent variables and which scenes they’ve played and which was the last one they played.

When a scene is within a dream, the current values of any variables marked “persistent” will be saved before leaving that scene. And if the dream is in the dreamiverse—whether private, mixable, or playable—scoreboards will keep a record of all posted scores coming from any scenes within it.

They cannot be remixable. (Tg)

Map

Scenes and dreams will appear as thumbnails. Hovering over these thumbnails will show a tooltip with the name of that creation and its owner.

Use   to remove a scene or dream. Use   to add a single scene or dream to the selection, and use   to cancel the selection. Use   to drag them around. If dragging a selected scene or dream, all selected scenes and dreams will also be dragged.

Doorway nodes can be connected using wires. Hovering over a node will show the name of the corresponding doorway gadget or node. Tweaking one of the dream’s doroways on the outside edge of the screen will edit the name of that doorway node.

To take a wire from one doorway, use   or   on a doorway node. To plug the wire into another doorway, use   or   on the target doorway. (Tg)

If wiring from an exit, it can only connect to entrance or two-way doorways. If wiring from an entrance, it can only connect to exit or two-way doorways. If wiring from a two-way doorway, it can be connected to any kind of doorway. (See Gadgets > Doorway Gadget.)

When wiring into a doorway on the edge of the dream, it will change to fit the match the source of the wire.

For example, wiring an exit into the dream’s doorway will turn the dream’s doorway into an exit.

Use   on a wire to remove it.

The edge outline will adjust to fit as objects are added, removed, and moves around the map.

Menu

  Search

This is a button.

Searches for scenes or dreams you own, are a collaborator on, or are remixable. Doorways will be shown as nodes on the edge of the thumbnails. Select one to add it to the dream map.

If no entrance doorway exists inside the scene or dream, one will be added. If no wires connect to the dream map’s entrance node, one will be added going from it to the newly added scene or dream.

  # Tools

  Move

This is the default selected tool when entering the mode.

Shortcuts: When using the   DS4,  . When using the   moves, primary  .

Drag scenes, dreams, scribbles, and notes around. Can also tilt the controller to rotate the held object.

  Clone

This is a button.

Shortcuts: When using any control scheme, shift + .

Make a copy of a scene, dream, scribble, note, or doorway of the dream.

  # Tweak

This is a button.

Shortcuts: When using any control scheme, shift + .

Tweak the settings of a scene or dream, the text of a note, or the name of a doorway of the dream.

  Delete

This is a button.

Shortcuts: When using any control scheme,  .

Use   on an object or wire to delete it.

  # Scribble

This is a button.

Use   to draw a glowing, slightly transparent line.

Pull the trigger lightly to make a thinner line and harder to make a thicker line.

Hold shift to adjust the range of thicknesses so the line can be thicker while using  .

Draw with   to use the medium thickness—the thickest line you get without holding shift.

  # Change Colour or Font

This is a button.

Use   or   on a scribble to change its colour.

Use on a note to change its colour and font.

  # Add Note

This is a button.

Click anywhere to add a new piece of text and begin editing it. This text will use the selected Colour and Font.

Tweak a note to edit its text. Use the Change Colour or Font tool to change its colour or font.

  Doorway

This is a button.

Adds a doorway to the outer edge of the dream. Once linked to a scene or dream with a wire, it becomes the same type as that doorway.

These can then be named by tweaking them, and moved around the edge and cloned.

# Colours

Unavailable: while not using the Scribble tool or Add Note tool or Change Colour or Font tool.

A list of 10 colours, used by scribble and notes. The colours are as follows:

Used when Scribbling or using the Change Colour or Font tool.

# Fonts

A menu of all fonts in the game.

Used when adding a new Note or using the Change Colour or Font tool.

  # Background

This is a button.

Allows you to select a photo to use as a background for the map view.

Note, once a background image has been selected it cannot be removed; only replaces with a different background image.

The opacity of the image can be adjusted using Background Opacity.

  # Background Opacity

This is a slider. Hold   to drag the setting up and down.

Unavailable: when a background image has been selected.

How opaque the background image is.

  Clear Scribbles

This is a button.

Unavailable: when there are no scribbles.

After confirming, deletes all scribbles.

  Update

This is a button.

Displays the number of contained scenes or dreams that have a later version that any contained by this dream.

Contained scenes and dreams will use the version that was imported. Use this to update the references to different versions, much like the Update Mode while editing a scene or element. (Tg)

# Edit Contained Scene or Dream

Use shift +   on a scene or dream to adjust its settings.

# Lock Mode

There are 4 lock modes, and these affect how scenes are shown and how they can be interacted with within the dream’s map.

A scene has a locked state and a visibility state. When unlocked, the scene can be clicked on in the map view to get to its cover page. When locked, the scene cannot be clicked on but is visible. When visible, a scene can be seen within the map view. When invisible, it cannot.

“Unlocked Initially” - always seen, always clickable.
“Locked Initially” - always seen, clickable only if the player has played that scene through the dream.
“Invisible Until Discovered” - seen only if the player has played that scene through the dream.
“Always Invisible” - never seen.

Assign Scoreboards

A list of all scoreboards the dream has, each with checkboxes next to them (off by default).

When a scoreboard has been assigned to one or more scene but none of those scenes are visible to the player, that scoreboard will also be hidden from the player.

  Persistent Variables

When inside a dream, scenes can store values between playthroughs and between scenes. (See Gadgets > Variable Gadget.)

If a dream is inside another dream it will share the parent’s persistent variables, unless “Dream within a Dream” is turned on for that sub-dream. (See Dream > Dream within a Dream.)

  # Scoreboards

When uploaded to the dreamiverse, a dream can display scoreboards from the cover page and scores can be posted from scenes within the dream. (Jj) (See the Score and Score Modifier gadgets.)

If you own the dream, you can edit the scoreboards to tell Dreams what kind of scoreboard it is. Click on the scoreboards icon on the cover page, scroll over to the scoreboard you want to edit, and then click on the pencil button on the top-right. (Jj) Here you can set a number of options:

“Score Unit” has two options. “Number” will display the score as a number. “Time” will display the number as a time, with the integer part of the score representing one second.
“Better score is…” has two options. “Higher” will sort the scores highest-first. “Lower” will sort the scores lowest-first.
“Multiplayer Boards” has two options. This option is used when there have been scores posted for that number of players to that scoreboard, without the “multiplayer” option turned on for that score gadget.

# Dream within a Dream

When this setting is turned on for a dream contained within a parent dream, when the player is sent to the sub-dream via a wire it will be as if they exited and went to that dream directly. (Tg)

Any scores and variables will use and save to that dream and not the parent dream.

When exiting that sub-dream, the entire dream will be exited.

  # Scene

Scenes are circular. They contain external elements, and things created directly inside the scene. All scenes have an entrance by default. They can also have doorway gadgets that will show up as nodes when linking scenes in a dream.

They may be remixable.

  # Element

Elements are hexagonal. They may are individual creations that people can bring into other creations. They may contain external elements. They are always remixable.

Making an element with interactive elements can make developing another element a lot easier to manage, avoiding having to bounce back and forth between elements and scenes to simply test if some piece of logic works. (Tg)

For example, you have a character as a separate element. You want to add logic to it so it can interact with something in the scene itself. So you can make a small test element that contains those elements from the scene, import it while working on the character, and then delete it when you’re done.

  # Collection

Collections look like a circular dotted line with 3 thumbnails of contained creations featured. These may contain any kind of creation. They cannot be remixable.

# Cover Page

Scroll right to find further menus for the creation.

  Customise

  Done

Saves the changes and exits customisation.

  # Fonts List

Displays a preview of the creation’s title in boxes, each using a different font. The font that is used shows a green   on its top-right corner.

Navigate left and right through the font list by dragging with   or using  .

Language Fonts

Shows options for different language types. Once selected, only fonts that support those languages will be shown in the font preview list.

If a language set is chosen that the currently selected font is in and the green tick is clicked, the previously chosen font will be saved.

The language sets are as follows:

  Randomise

Randomises font and colour.

  # Colour Scheme

Shows 8 previews for the allowed colours. The selected colour will affect the buttons a player sees on the creation’s cover page, as well as the thumbnail’s outline.

Picked randomly when a creation is first saved.

A green   is shown on the top-right of the currently selected preview.

The colours are as follows:

  Set Background Photo

Shows a list of photos taken within Dreams. The currently selected photo has a green   on the top-right.

Selecting a photo and saving will copy the photo into the creation as its thumbnail.

Note that any photos taken will be removed when a creation is deleted. So when creating a temporary scene to make a nice thumbnail image, save the creation and set the cover page of the creation in question before deleting that scene.

A   “Take a photo…” button can be clicked to launch the game straight into photo mode.

  Set Collection Icon

(Only available when accessed from a collection you own.)

Click to see a preview of the collection’s thumbnail, with three thumbnails of contained creations. Click on one of the slots to set it to use the creation’s thumbnail instead.

  # Send to…

Has 4 options:

  # Creation Settings

Settings for this creation.

Visibility

A tab containing related settings.

# Creation Listing Status

A creation can only have one of the following listing statuses:

Archive

Hides the creation in My Creations (including from you), and sets the creation to Unlisted. Also asks if you’d like to delete the locally stored version automatically. (Tg)

If this is already lit, clicking the button will restore it, undoing its Archived status.

Collaborators

A list of players currently added as collaborators. The owner can use   to remove any collaborators, and a collaborator can use this to remove themselves as a collaborator. (Tg)

If no players are added as collaborators, an “Add Collaborator” button is shown. Click it with   to search for players.

Use   on a player’s imp to reveal a green   envelope icon above them. Then click the green   in the top-right to send invitations to those players. (Tg)

This notification has an Accept and Reject button. The player must click Accept to become a collaborator on that creation.

Once they are a collaborator on a creation, it will appear in their My Creations list. When they view My Creations, creations they are collaborating on will be in a separate tab. (Tg)

Collaborators may only upload changes privately. Only the owner may publish it as playable or public. (See Pause Menu > Save and release this version.)

Note, up to 10 players can be added as collaborators at any given time. The “by” list on the cover page will show those players and any players that uploaded existing versions of the creation.

  Report…

Has 3 options:

  Reset Progress

While playing a dream, the last played scene as well as any persistence variables are stored locally. This button will delete all data from previous plays.

  # Play,   View

Plays the creation.

If the creation is an element, shows as a   “View” button. Otherwise shows as a   “Play” button.

  View Map

In-game, this is simply dubbed “view.”

Only shown on dream creations when there is at least one visible scene. (See Dream > Lock Mode.)

Shows the map of scenes and dreams contained in the creation.

  Edit

Edits the creation.

  # Remix

Creates a copy of the creation, with a credit reference back to this version including its genealogy.

  # Release

Gives options to release the creation as public or playable. (Tg) (See Pause Menu > Save and release this version.)

Photos, Take a photo…

A list of photos taken with this creation, and buttons to release, archive/restore, and delete the local copies of those photos. This list can be sorted and filtered.

If no photos have been taken for this creation, shows a “Take a photo…” button instead. This will play the creation Paused in Photo Mode.

Comments

Shows all comments made on the creation. The name of the player who left the comment is shown above the box, and their imp is shown to the left of the box.

Comments that are too long to be shown within the box can be scrolled up and down using  .

  “Write a Comment” lets you leave a new comment. Four buttons are first shown, to let you select what type of comment you wish to leave (see below).

At the top of the screen are tabs to only show the corresponding comments. There are 4 types of comment a player can leave:

Comments have 4 buttons beneath them:

Versions & Release

A list of all versions made of the creation. The player who saved the version, the time it was saved, and its version notes are shown below the version’s thumbnail. (Tg)

Click on a version with   for more details, edit the version notes, and manipulate the version with the following buttons:

Genealogy

Shows a list of other credit-linked creations along with their thumbnail, published status icon, and owner. This list is searchable, and filterable by tag and category.

Private creations are shown with no thumbnail name or owner.

There are 3 tabs:

Click on a creation with   to go to that creation’s cover page. Use shift +  to go to its genealogy.

# Pause Menu

On the top-left a   Help

  Video Player

Currently playing/viewing/editing…

  Help

Information on creation types, tagging, release rights, controls, how to turn on more info and prompts, “where to start” which describes how to import assets from the dreamiverse and find the in-game tutorials, a link to indreams.me, and a word on copyright and intellectual property.

  Video Player

A searchable and filterable list of all in-game tutorials. Click on one to show the video playing in the corner of the screen while editing your creation as normal.

  Send to,   Creation Settings

Shortcuts to "Send to..." and Creation Settings.

  # Photo Mode

Shortcut to (See Modes > Photo.) but with electronics unable to be displayed.

  Play,   View

Shortcut to Play or View the creation.

  Remix

Shortcut to remix the creation.

  My Preferences

Opens the Preferences screen.

Quick Save

Saves in the local “quick save” slot of the creation.

Note, only one quick save slot is available per creation. Any data about the previously quick saved version will be lost.

  # Save Version

Saves, publishes, and uploads the creation in different ways. (Tg)

On the left side the Creation Name is shown. Also the current thumbnail (before saving) is shown.

Search Listings

(See Cover Page > Creation Listing Status.)

  Edit Audio Preview

If audio was played from the creation, a screen is shown allowing you to edit the 3 second audio preview of the creation.

“Choose a New Preview” shows a graph of the volume over time of the up to 12 seconds of audio recorded. A window is shown over this visualisation indicating which part of the recording will be used as the audio preview. Drag the window with   or  .

Click the “  Reset to Default” button to reset the window to the centre of the recording. Or, if the recording didn’t fill the 12 seconds, to the start of the recording.

Press the “  Play Preview” button next to it to preview the selected slice of recorded audio. Press the “  Listen to Current Preview” button below to listen to a previously set preview.

If no audio was played while editing the creation, a message requesting that audio be played from edit mode be done before trying again.

Click Yes to view the element and see a graph visualising the audio as it is recorded. Then pause and select Edit Audio Preview again to edit as normal.

  # Save and release this version

Uploading a creation will require any contained creations to be uploaded to at least the same degree of “publicity.” Also, if a creation to be uploaded is a remix of another creation, that other creation must be released as remixable.

Creations that must be uploaded are shown in a list, each with buttons with options for how it is to be released. When choosing to make a creation playable or public, listed status can also be chosen. (Tg)

  Save this version as PRIVATE

A private creation is uploaded to the servers, but no one can see it apart from you and any collaborators set on the creation. (Tg)

Requires all contained elements to be uploaded as private, remixable, or playable. (See Pause Menu > Save and release this version.)

Save this version to your PS4™ System

Saves a version locally. (Tg)

Version Notes

Text saved to describe the version for later reference. (Tg)

# Categories & Tags

At the top of the screen the category is selected. A subcategory may optionally also be selected. The categories are as follows:

Across the bottom of the screen, tags can be selected and added.

There are many built-in tags shown by default, which are automatically translated for players using different language settings on their PS4. The built-in tags are the following:

Abstract, Action, Adventure, Air, Alien, Ambient, Animal, Art Deco, Art Nouveau, Asset Creation, Baroque, Bathroom, Bed, Bedroom, Black, Blue, Blues, Boat, Brawler, Brown, Building, Calculator, Car, Cartoon, Chillout, Cinematic, City, Classical, Classicism, Cold, Colourful, Combiner, Comedy, Controller Sensor, Country, Countryside, Cute, Cutscene, Cyan, Dance, Dialogue Text Displayer, Doorway, Drama, Draw Notes, Drum ‘n’ Bass, Electronic, Emitter, Exclusive Gate, Expressionist, Fantasy, Fighting, First person, Flower, Fog, folk, Four-Legged, Funk, furniture, Futuristic, Galaxy, Garden, Goth, Gothic Art, Grab Sensor, Grade & Effects, Grass, Green, Grey, Gyroscope, Hand-Drawn, Heavy Metal, Hip-Hop, Historical, Horror, Hot, House, Human, Ice, Imp, Impressionist, Indigo, Instrument, island, Jazz, Kitchen, Level Assembly, Level Design, Light, Lighting, Living Room, Lounge, Magenta, Modern, Monochrome, Musical, Mystery, Nature, Noir, Office, Orange, Outer Space, Party, Path, Perform, Piano roll, Pink, Pixel, Planet, Plant, Platform, Pop, Pop Art, Prize Bubble, Prop, Psychadelic, Puppetry, Purple, Puzzle, R & B, Racing, Realism, Red, Reggae, Road, Robot, Rock, Romance, Room, Rotator, RPG (Role Playing Game), Satire, Science Fiction, Score, Score Modifier, Sea, Selector, Shooter, Simulation, Skyscraper, Space, Spaceship, Splitter, Sport, Stairs, Stealth, Still Life,Stone, Stop Motion, Strategy, Street, Street Art, Sun & Sky, Superhero, Supernatural, Surreal, Surrealism, Survival, Synth, Tag, Tank, Techno, Text Displayer, Third person, Thriller, Town, Train, Truck, Typography, Underground, Universe, Village, Violet, Wall, Water, Weapon, Weird, Western, Whimsical, White, Wind, Window, Wood, World, Yellow.

Click “Add Tags” to choose from tags you have added to creations before. From there, click   “Create a Tag” to create a new tag and automatically select it.

  Rewind

Rewinds the current scene and resumes playing.

  Exit

Exit from the creation.

If there are unsaved changes for the creaiton, you areasked if you would like to “Save this creation before leaving?” You can select from the following options:

  Back to Play Mode

Resumes playing the scene you paused at.

  Back to Edit Mode

Resume editing the creation.

  Main Menu

Regardless of where you are, always returns to the main menu in your homespace.

# Preferences

All preference settings for Dreams.

Controls

Control Scheme

Control Scheme

- “Motion Sensor Function”

Imp Sensitivity

How quickly the imp moves across the screen when tilting the controller.

Imp Speed

How quickly the imp moves across the screen when pushing the left stick.

Imp Acceleration

How quickly the imp gets to full speed when pushing the left stick.

Vibration Strength

How strong the vibration/rumble features of a game is. (See Gadgets > Rumbler Gadget.)

Toggles Instead of Holds

When on, actions that normally require holding a button or trigger will instead be turned on by pressing that button once. Then to turn off that action, press that button again.

Handedness

When using the move controllers, the primary move controller is be used to do most actions, with the secondary move controller tweaking settings and bringing up the menu.

The hand holding the controller affects certain things such as the side the menu flips out on.

Camera

Invert Camera Y

When off, pushing up on   will look up and move the camera down relative to the centre of its orbit.

When on, pushing up on   will look down and move the camera up relative to the centre of its orbit.

3rd Person Camera Speed

How fast the camera orbits around the central focus point when pushing on  .

# DreamShaping Camera Speed

How fast the camera moves in free roam mode while editing a creation.

Display

Visuals

Screen Shake

How much the screen can shake from the use of a Screen Shaker gadget.

Motion Blur

How much objects will be allowed to blur when moving at speed. (See Grade & Effects Gadget > Motion Blur.)

Enable UI Effects

When on, Dreams menus have effects applied to them giving them movement and colour.

When off, Dreams menus have such effects reduced or turned off entirely.

Show Watermark

How opaque the Made in Dreams watermark in the bottom-right corner of the screen is.

# Prompts

Show Prompts

When on, prompts are shown next to the imps depending on the situation and what is being hovered over.

When off, such prompts are hidden.

Show More Info

When on, shows more info about settings and buttons after hovering over them for some time.

Adjust More Info Timing: Tweak Menu & Dreamiverse Buttons

How long a setting or dreamiverse button must be hovered over before its More Info box appears.

Adjust More Info Timing: Create Menu Buttons

How long a create menu button must be hovered over before its More Info box appears.

Release Prompts

When on and you release a scene, a reminder that a scene must be added to a dream to appear in Dreamsurfing will be shown, with buttons to automatically make a new dream and add the scene to it.

Re-Centre Imp Reminder

When on and the imp is left at the edge of the screen for a certain amount of time, a reminder of how to re-centre the imp is shown.

Audio

Volume

Music Volume

The volume of audio on the Music channel.

Note, this channel will automatically be set to 0 while playing music in another app on the PlayStation. For example, using the Spotify app.

Sound Effects Volume

The volume of audio on the sound effects channels.

Voiceover Volume

The volume of audio on the Voice channel.

Enable UI Sounds

When on, user interface sounds will play in create mode when hovering, activating settings, tools, modes, etc.

Subtitles

Show Subtitles

When on, Subtitle Displayers will be rendered. Also a preview of how subtitles will look is displayed at the bottom of the screen.

Subtitle Size

The size of subtitles when shown. The available sizes are:

Dreamshaping

UI

User Interface settings.

UI Size

The size of menus and icons in edit mode. The sizes are as follows:

Visual Feedback

How much visual feedback is used to indicate what scope you are in while editing a creation.

Menu Position (Wireless Controller)

Where the menu will appear when using the   Dualshock 4 controller.

Show Floor Guide

When on and you enter edit mode, the floor guide will be on by default.

When off, the floor guide will be off by default.

Tools

Default Sculpt Mode Tool

Which sculpt tool will be equipped when entering Sculpt Mode. The available default tools are as follows:

Social

Streaming Camera Position

The corner that the camera feed will be shown in while streaming. Click on the preview with   to cycyle through the following options:

Visible on Indreams.me

When on, your creations and profile will be shown on indreams.me.

Visible in Promotional Materials and on our Live Streams

When on, your permission is given for your PSN ID to be used in promotional materials and on Media Molecule live streams.

Blocked Players

Click the button with   to see a searchable, filterable list of Dreams players that you have currently blocked. These players cannot access your profile or creations, and their comments and creations are hidden from you.

View Credits

Roll the credits for the dream that is, Dreams!

  # Modes

Contents:

  # Assembly Mode

The main mode, allowing you to assemble everything together. The default mode.

While holding an object, hold   to lock the camera. This can be useful for moving an object towards or away from the camera without moving the camera with it.

# Basic Controls

To do most things in 3D space, use   on the DS4 or the primary trigger with the move controllers.

For example, to move an object, hover over it, hold  , move it around, and let go of  . Using the move controllers, use the primary trigger in the same way to move and rotate an object at the same time.

To “click” on a UI button in the menu, or to drag a UI element within a tweak menu, use  .

Translating Dualshock 4 Shortcuts to Move Controllers Shortcuts

The shortcuts and icons used in this document have titles to help translate between control schemes, but in most cases it’s easy to translate betwene the two.

The “shift” button is   for the Dualshock 4, and secondary   for the Move controllers. And the face buttons on the Dualshock 4      translate to the pimary Move’s face buttons: primary     . (Tg)

And to toggle between modes (such as Add/Subtract) use   for the Dualshock 4 and tap   the secondary sphere to the primary base. (Tg)

# Camera Controls

To change your view, use the left stick to move the camera relative to the current view (like strafing in a first-person game): left and right to move left and right, and up and down to move forwards and backwards. Holding   while moving the left stick up or down will move up or down relative to the current camera angle. Use the right stick to rotate the camera around the imp.

Holding   will put you into grabcam mode. When used while not holding anything and hovering over an object, the imp will zoom over to its surface and grab it, allowing you to swing yourself around it using the sticks. Otherwise, holding   will let you move around relative to the imp itself. For example, this can be useful for getting closer to a shape you’re about to place in a sculpt.

Holding shift and pressing   while hovering over an object or window will zoom your view to that object or window. (Tg)

# Window Controls

Hold   to move windows around. Note, when hovering over a gadget within a window, this will move the gadget instead.

Press   on the window’s title at the top to edit the gadget’s name.

There are 3 buttons on the top-right of every window:

“Save Position” will save the position and rotation of the window so that next time you open it, it will open in the same position. (Mm) When green, the window is in the same position as the one stored. When yellow, the window is in a different position to the one stored. When grey (“off”), there is no stored position.
“Pin to Screen” will attach the window to the screen itself. This allows you to move around the scene while still being able to see anything “pinned to screen.” Note that when you turn off “pin to screen,” the window will return to the in-scene location it was in before it was pinned to the screen.
“Close” closes the window. Shortcut: while hovering over the window or its gadget, shift + .

# Automatic Grouping

When holding an object and scoping in to another object, if that target object is not a group a new group will be created that contains the held object and the target object.

Connectors that were attached to the target object will reattach to the new group. Keyframes etc. will still reference the original object, not the new group. Keyframes etc. that reference the rotation of the connector will still reference the connector. (See Assembly Mode > Kinematics.)

When a group is not referenced by an Emitter, Keyframe, etc. and it would have only a single object in it—when the other objects are deleted or scoped out of the group—the group will “collapse,” being removed entirely and leaving only that last object in place.

If that object is a sculpt or group, any connectors will now be attached to that sculpt.

# Kinematics

Kinematics is the mathematics used to find a solution to allow several joints to rotate properly.

  Forward Kinematics will rotate only child objects depending on the rotation of the parent object. (Tg)

Recorded   will indicate this by using hash marks from the top-left to the bttom-right, with a green stripe. (Tg)
Note that recording   actually records the rotation of the joint itself, not the rotation of the object.

  Inverse Kinematics will use the desired position of a child object to rotate its parent connected objects (up to 3 in a chain) to allow it, within the set constratints. (Tg)

Recorded   will indicate this by using hash marks from top-right to bottom-left, with a yellow stripe. (Tg)
Note that only something jointed with at least 2 parent objects int the chain can use  . (Tg)

When both   and   are involved in the same chain, the recorded   will take precendence. (Tg)

Note that a keyframe that has recorded   will only be able to record   for that object. And a keyframe that has recorded   will only be able to record   for that object. (Tg)

When using the Dualshock 4 controller,   sets the position and uses   to adjust parent joints. Using   sets the rotation of an object—or when used on a jointed object will rotate the object itself which in turn will use   to rotate connected child objects.

When using the Move controllers, by default they will use  . To swap between   and  , tap the   secondary sphere to the primary base.

Selection

Press   while hovering over any object to select it, or deselect it if it was already selected. If you continue to hold   and hover over other objects those objects will also be selected or deselected—depening on if the first object was selected or deselected.

Deselect everything you have selected by pressing  . Select all objects within the current scope by double-tapping   (pressing   twice in quick succession).

# Gizmo

A gizmo is something that appears when selecting some gadgets or while their tweak menu is open. It serves as an indicator for certain settings that gadget has, and by manipulating some gizmos can change those settings.

A location gizmo will appear just above the gadget (or its parent chip) with a   move icon shown. This means the location currently set is the centre of the front of the face of the gadget (or its chip). Move it with   to move the location. (Tg)

An arrow gizmo can be pointed in different directions, an axes gizmo can be adjusted to change the orientation of a gadget’s behaviour, and so on.

Gizmos also work with the Grid, and can be aligned to it just like any object.

  # Search

This is a button.

Find elements in the dreamiverse and stored locally to stamp into the creation being edited.

  Tools

Various tools to help you work with objects within the creation being edited.

  # Undo

This is a button.

Shortcuts: When using the   DS4,  . When using the   moves, with the primary controller   tilt it left (anti-clockwise), and press  .

Undoes the last performed action. Use undo multiple times in a row to undo multiple actions.

  # Redo

This is a button.

Shortcuts: When using the   DS4,  . When using the   moves, with the primary controller,   tilt it right (clockwise), and press  .

Redoes the last action undone by an undo action. Multiple redo actions will redo more and more actions that were previously undone.

  # Move

This is the default selected tool when entering the mode.

Use   or primary Trigger while hovering over an object (regardless of how far away it is from your view) to grab it. While grabbed, you can manipulate it in a number of ways.

Move the object with the imp or by moving your view. Using up/down on the left stick will move the object away from or toward the camera to a certain point, and then the entire view will move back or forward. Hold   more lightly for such moves to have less effect; this can be very useful for finessing the position of something.

Note, if you’re holding an object with   and you scope into a group, that object will now be inside that group. Same for grabbing something within a group and scoping out of that group. (Mm)

Also, if you scope into an object that isn’t currently grouped while holding another object, this will automatically create a group that includes the “scoped-in” object and the “held” object. (Tg)

In most cases, you should use this technique to add individual objects to a larger group, rather than the other way around. If you hold a group and scope-in to a non-grouped object, it will create a new group, which contains individual object and the group you were holding. So now, to get into that original group, you will need to scope in twice. Do this again and again and you can end up with many many layers of groups before you can manipulate the object you wanted to move in the first place. (Tg)

With the DS4, hold   to rotate an object by twisting the controller, or using the sticks. (Tg) The rotations are made relative to the camera angle you’re viewing the object from. The explanation below talk about different parts of the object relative to how you see the object.

Pushing up on either stick will tilt the object’s top away from you. Pushing down on either stick will tilt the object’s top towards you. For the left stick, pushing left will tilt the object’s left away from you, and pusing it right will tilt the object’s left towards you. For the right stick, pushing left will tilt the object’s left down, and pushing it right will tilt the object’s left up.

You can rotate an object while holding it, or when just hovering over it.

Pressing   or  , or holding secondary   and twisting the controller, will scale the object.

Click in the left stick (L3) to flip the object horizontally relative to your view, or the click right stick (R3) to flip the object vertically. (Tg) Or hold secondary   to show arrows above the controller, then flick the secondary move controller left/right/up/down to flip along that direction.

Flip an object by pressing   or   while holding it. (Tg) Or with the moves, while holding the object with the primary trigger, hold secondary   and arrows will appear. Flick the secondary controller in a direction and it will flip along one of those arrows.

Touch the touchpad and move your finger around to rotate the object around the point you’re holding it. Double-tap secondary   and then grab the object with secondary trigger to rotate around.

While using the move tool, hold shift while grabbing an object to clone it and hold the clone instead of the original object. Then you may let go of shift. While holding a clone, you may multi-clone the object.

  # Stretch

This is a button.

Use   or the primary trigger to drag a sculpt that is jointed with a ball joint or bolt connector as the child of another sculpt, which is in turn jointed with a connector as the child of another sculpt. While dragging, the “middle” sculpt will stretch and deform.

While dragging, scale the object up or down to deform the end of the middle sculpt larger or smaller at the connected end.

Usually used on puppet limbs to change the frame of the puppet.

  # Clone

This is a button.

Shortcuts: When using the   DS4,   +  . When using the   moves, secondary   + primary trigger.

Grab an object to make a clone of it and hold the clone. While holding the object, any “move” controls work on the held clone. (See Assembly Mode > Move Tool.)

To clone an object, hold shift and move it. You will now be holding a copy of what you were hovering over, while the original stays in place.

Tip: If you want to make a clone in the exact same spot, turn on grid mode. Now, you’d have to move your hand a lot to accidentally move the copy before placing it. (Mm)

To multi-clone, press up and down (or secondary   and  ) while holding the copy to add clones either between the new copy and the original or beyond the new copy. When adding between, the change in transformation between the original and clone will be subdivided for each multi-clone. When adding beyond, the change in transformation will be added for each multi-clone. Note that change in rotation is applied before position, meaning if you rotate an object and move it, it will bow out in a path towards the final position rather than simply rotating in place linearly.

  # Tweak Selected

This is a button.

Shortcuts: When hovering over an object and using any control scheme, shift +  to open its tweak menu, or use shift +  while hovering over the tweak menu or the object to close the tweak menu .

Opens the tweak menu of an object being hovered over. (Tg) Also works while hovering over an object’s window. (Tg)

Any setting changes (barring some exceptions) made using the tweak menu will be applied to all selected objects of the same type as the tweak menu. (Mm)

(For more information on how settings can be manipulated, see Settings.)

  # Delete

This is a button.

Shortcuts: When hovering over an object and using the   DS4,  . When hovering over an object and using the   moves, primary  .

Delete the object from the scene. If used on a selected object, all selected objects will be deleted.

  # Hide

This is a button.

When active, all objects in the scene will turn a white colour. Click things with   to turn them yellow. When you go out of this tool with  , anything that was marked as yellow will be hidden—regardless of whether “preview invisibility” is turned off or not. (Tg)

Note that an object being marked as “hidden” in this way only has an effect on its visibility when in edit mode. This is particularly useful when working on some part of the scene that is normally hidden behind other objects.

Use shift +  to hide or unhide everything except what you are hovering over.

  # Freeze

This is a button.

When active, all objects in the scene will turn a white colour. Click things with   to turn them blue. When you go out of this tool with  , anything that was marked as blue will be “frozen.” (Tg)

Frozen objects cannot be changed in any way. When attempting to change a frozen object, it flashes blue to remind you of why you cannot change it. You can see this in action in the homeworld and in the tutorial scenes.

Note that an object being “frozen” in this way only has effect on attempting to edit it. When time is running, that object can still move and change through other means; just not by direct user manipulation.

Use shift +  to hide or unhide eveything except what you are hovering over.

  # Sculpture Detail

This is a button.

Use the sculpture detail tool to lower the detail of a sculpt to make it cheaper on the thermometer. Things that are more detailed than other things in the scene will be more red, and things that are less detailed that other things in the scene will be more blue. (Pk) Note that paint cannot be affected by the sculpture detail tool, so their visuals will not be affected by this colouring. (Pk)

A sculpture’s resolution (detail) dictates the minimum visual looseness. (Mm) Because of this, if you have metallic or shiny sculptures, lowering their detail can affect the reflections in the surface of the object, making them less crisp and clear. (Pk)

While in reduce mode, use shift +  to reduce the most detailed sculpt in the scene.

  Modes

Modes for creating and editing different kinds of objects, and for using certain functions.

  Sculpt

This is a button.

(See Modes > Sculpt.)

Starts a new sculpt.

  Paint

This is a button.

(See Modes > Paint.)

Starts a new painting.

  Coat

This is a button.

(See Modes > Coat.)

  Style

This is a button.

(See Modes > Style.)

  Effects

This is a button.

(See Modes > Effects.)

  Sound

This is a button.

(See Modes > Sound.)

  Test

This is a button.

(See Modes > Test.)

  Update

This is a button.

(See Modes > Update.)

  Photo

This is a button.

Goes into photo mode, with the added option to show gadgets and windows with  . (See Modes > Photo.)

  Animate

Animation gadgets and settings.

  Action Recorder

This is a gadget. (See Gadgets > Action Recorder Gadget.)

When a new action recorder is stamped, it will go into recording mode.

  Keyframe

This is a gadget. (See Gadgets > Keyframe Gadget.)

When a new keyframe is stamped, it will go into recording mode. (Tg)

  Timeline

This is a gadget. (See Gadgets > Timeline Gadget.)

  Record Possession

This is a gadget. (See Gadgets > Possession Recorder Gadget.)

After stamping a new Possession Recorder gadget, record mode is started.

  Mic On/Off

This is a switch that defaults to off.

When on, audio will be recorded from the microphone while recording with the action recorder or possession recorder. This will result in a timeline that contains the recorded audio and a possession recorder. (Mm)

  Gadgets

Contains all gadgets and connectors.

The are grouped together in collapsible sub-menus. Use   on a category to collapse any other open categories and expand that category. Use   on a category to collapse it.

  Sensors & Input

Contains:   Trigger Zone,   Tag,   Wireless Transmitter,   Wireless Receiver,   Controller Sensor,   Grab Sensor,   Movement Sensor,   Angle Sensor,   Rotation Sensor,   Laser Scope,   Impact Sensor,   Signal Generator,   Switch, and   Value Slider.

  Logic & Processing

Contains:   Randomiser,   Counter,   AND Gate,   OR Gate,   Exclusive OR Gate,   NOT Gate,   Selector,   Exclusive Gate,   Signal Manipulator,   Timer,   Calculator,   Microchip,   Node,   Splitter,   Combiner,   Variable, and   Variable Modifier.

  Movers & Output

Contains:   Gyroscope,   Mover,   Advanced Mover,   Follower,   Rotator,   Advanced Rotator,   Look At Rotator,   Rocket Rotator,   Teleporter,   Force Applier,   Emitter,   Destroyer,   Health Manager,   Health Modifier,   Text Displayer,   Dialogue Text Displayer,   Subtitle Displayer,   Number Displayer, and   Rumbler.

  Gameplay Gear

Contains:   Checkpoint,   Prize Bubble,   Doorway,   Auto Guide,   Global Settings,   Score,   Score Modifier,   Puppet, the Blank Puppet Collection including sliding platformer and basic puppets, and   Puppet Interface.

  Cameras & Lighting

Contains:   Camera,   Camera Pointer,   Camera Shaker,   Light,   Fog,   Sun & Sky,   Grade & Effects,   Wiper, and   Ruler.

  Connectors

Contains:   Ball Joint,   Bolt,   Piston,   Slider,   String, and   Elastic.

  # Sound

The   Speaker and   Master Mixer gadgets are contained here, as well as multiple versions of the   Reverb,   Delay, and   Channel gadgets.

  # Guides

Contains a number of guides to help position things while editing the scene.

  # Obey Auto Guides

This is a switch that defaults to off.

Unavailable: in sculpt and paint modes.

While moving objects that contain an auto guide, the auto-guide settings will be obeyed. (Pk)

All auto-guide gadgets are taken into account, but each setting takes chooses which gadget is respected differently. (See Gadgets > Auto Guide Gadget.)

  # Surface Snap

This is a switch that defaults to off.

Note that Tentacle Snap will be turned off when turning this feature on.

Objects will snap to the surface of paint or sculpt objects the imp is hovering over within the scene (not just within the same object).

While sculpting, the point that snaps is the grab point of the shape. While painting, the point that snaps is the centre of the fleck. (Pk)

When adding edits to a painting, surface snap will also orient the fleck to the orientation of the surface, as if to lie flat on it.

  # Tentacle Snap

This is a switch that defaults to off.

Note that Surface Snap will be turned off when turning this feature on.

Works similarly to Surface Snap, but only the start of the edit is snapped. As the edit is smeared etc., it will no longer snap to things the imp hovers over. (Pk)

  # Grid Snap

This is a switch that defaults to off.

When editing a new creation, the grid will reset itself to a spacing of 1, and the default scene orientation.

The grid is represented as dots at each intersection. (Pk) These dots will be displayed around the middle of the screen, fading out in a circle as it nears the edges.

This grid of dots will only be shown for the axis you are facing. For example, if you’re facing down, you’ll see a grid of dots across the floor. If you’re looking along the X axis, you’ll see a grid of dots in front of you.

This scale will default back to 1, relative to the object itself, whenever you open a creation for editing. While the grid is activated, two new buttons will be shown next to the grid menu item to allow you to adjust this scale. (Pk) They are the following:

“Finer” halves the distance between the dots in both directions.
“Coarser” doubles the distance between the dots in both directions.

The shortcut to adjust the size of the grid is shift +  and shift +  on the DS4. The moves must use the menu optinons.

When moving something on the grid, the green plum line shows exactly how much you’ve moved it. (Mm)

While using the moves, the imp reach will affect the scale of the grid. So zooming in with the moves will get you closer to what you’re trying to line up, and make the grid more fine to help you line it up also. (Mm)

While holding an object, press   to align it to the current grid and snap it to the nearest grid point. (Mm) (Tg)

Hover your primary imp over an object and press shift +  to realign the grid to that object’s orientation. (Tg) The grid will now be based on the one used when creating that object, as well as its current scale and rotation. (Pk)

Do this while not hovering over an object to reset to the world grid, (Mm) (Pk) or press the reset grid context button.

Note that UI elements such as tweak menus that aren’t “pinned to screen” will also be affected by the grid.

  Stay Upright

This is a switch that defaults to off.

Whenever grabbing an object or window, it will be rotated to be “upright.” For sculpts and paintings, the “upright” orientation depends on the orientation of the grid when the first edit was made within the object. For groups, they store the grid position and orientation when they are created and that orientation is used as the “upright” of that object.

This is very useful to keep windows straight on the screen. (Mm)

When on, reveals a menu switch for   Right Angles. When on, this allows you to rotate objects but only to right angles of the upright orientation. (Jj)

  Mirror

This is a button.

Only available in sculpt and paint modes. (Pk)

All edits added will be reflected in a plane onto the other side of the sculpt. These mirrored edits will be previewed before committing each edit. The centre of the mirror is defined by the first edit made in the sculpt. (Mm) (Pk) Note that existing edits will not be affected by the current mirror settings when cloning or moving them, but will preserve the mirror settings they had when they were made.

The mirror plane is dictated by the origin of the object, which is set when the first edit is made. The plane faces the camera, but uses the “upright” of the object.

If an edit that was made with the mirror active will always be tied to those mirror settings for moving, manipulating, or cloning later. (Pk)

While kaleidoscope mode is also active, each iteration is mirrored. (Pk) So if you have a kaleidoscope of 4, with mirror mode on, stamping a single cube will create a total of 8 new cubes.

While active, two new menu switches are revealed:

“Clipped Mirror” (Sculpt Mode only) will ignore any part of an edit that overlaps onto the other side of the mirror.
“Hide Mirror” will hide the plane of reflection. (Mm)

  Precise Move

This is a switch that defaults to off.

Unavailable: when the grid is activated. (Pk)

Gives you much more control over angles when moving or rotating objects.

When activated, two new menu switches appear. (Pk) These are the following:

  “Local Space” allows moves and rotations relative to the grid the object used when created, as well as its current scale and rotation. This is similar to re-aligning the grid to the object before going into precise move mode. (Pk)
  “Grid Space” allows moves and rotations relative to the current grid. This is selected by default when a creation is loaded.

When moving an object, arrows are displayed indicating the dimension relative to the grid. If you move the object in two axes, white lines come out from those two arrows to the current position of the object. You cannot move an object in three dimensions at the same time while in this mode. (Pk)

Hold shift while moving to lock the current axes in. While still holding shift, hover the imp over another surface to move the point being dragged to the point being hovered over along those locked-in axes.

When rotating an object, an arrow and arc are displayed, as well as a readout of how many degrees (rounded) from the initial orientation the object has been rotated. You cannot rotate an object around more than one axis at the same time using precise move. (Pk)

Hold shift while rotating to lock the current rotational axes in, and snap to 15 degree increments when close to those points.

  Kaleidoscope

This is a button.

Unavailable: when not in sculpt and paint modes.

Added edits will be repeated, rotating each iteration around the “upright” axis at the centre point of the first edit made in the sculpt or painting. (Mm) (Pk)

Edits will not be affected by the current kaleidoscope settings when cloning or moving them, but will preserve the kaleidoscope settings they had when they were made. (Pk)

The number of iterations is shown as a number in the bottom-right corner of the kaleidoscope menu icon. The last-used number of iterations is remembered per object, and defaults to 5 in new objects. (Tg)

When active, two new buttons are revealed:

“Increase” increases the number of iterations.
“Decrease” decreases the number of iterations.

If an edit that was made with the kaleidoscope active will always be tied to that kaleidoscope effect for moving or manipulating after the fact.

  Studio Lighting

This is a switch that defaults to off.

When on, lighting is not taken into account when rendering the scene. All objects are shown with their real colours, as unaffected by lighting. Shadows are not cast. The sky becomes a light grey. This can be useful if you’re designing a dark area, but want to actually see what’s going on for object placement, etc. (Pk)

Note that all objects providing lighting (eg. glowing objects) remain their normal colour.

  Floor

This is a switch that defaults to off.

When on, shows a translucent floor grid from the origin of the scene grid, as well as a   around the centre of the scene. Useful to have a visual reference for placing things or orienting yourself within your scene.

  # Show/Hide

A number of switches that makes different aspects of the scene visible or invisible.

  # Preview Invisibility

This is a switch that defaults to off.

On by default. When on, invisible objects will not be shown. When off, invisible objects will be shown, and powered off sculpts and paintings will be shown as transparent.

  Electronics

This is a switch that defaults to on.

When off, hides all gadgets apart from Lights, Cameras, Grades, and Sun & Sky gadgets.

When off, a second option to   show/hide lights and cameras separately is revealed. When that setting is off, all gadgets are hidden.

After placing a hidden type of gadget, this setting is automatically turned on to allow it to be seen.

  Rulers

This is a switch that defaults to on.

When off, hides all rulers. (See Gadgets > Ruler Gadget.)

  Zones

This is a switch that defaults to off.

When on, shows all zones even if their gadget is not selected or tweaked.

  Connectors

This is a switch that defaults to off.

When on, shows connectors. When a connector is added, this is turned on automatically.

  # X-Ray

This is a switch that defaults to off.

When on, all gadgets and windows are shown even when obscured by other non-gadget objects.

  Thermometer

This is a switch that defaults to off.

When on, the thermometer will be shown at all times instead of only when the percentage of a thermometer changes. (See Thermometer.)

  Wires

This is a switch that defaults to on.

When on, wires will be shown.

  Paint

This is a switch that defaults to on.

When on, shows paintings in the scene. When unchecked, hides paintings in the scene. (Pk)

  Coat, Style, Effects

This is a switch that defaults to off.

When on, stops showing the effect of tint, finish, fleck style, and effects settings.

  Hover Effect

This is a switch that defaults to off.

When on, the imp will no longer tint objects white and show a white outline while hovering over an object.

  Grab Points

This is a switch that defaults to off.

Unavailable: when not in an element.

When on, the grab point of the element will be visible and movable. (See Creation Types > Element.)

  # Rewind

This is a button.

Shortcuts: When using the   DS4,  . When using the   moves, use the menu button.

Rewinds time to the initial state.

Starts time running. Click again to pause time.

  # Play

This is a button.

Shortcuts: When using the   DS4,  . When using the   moves, use the menu.

Toggles between playing time and paused. While playing time, gadgets, animations, and physics are be processed. (Pk)

Context

  # Scope In

This is a button.

Scoping with shift +  into an object will allow you to edit its contents, whether the contents are notes, gadgets, sculpt shapes, painting strokes, or the contents of a group. (Tg) (Mm)

If holding an object while scoping in to a non-group, a new group will automatically be formed containing the held object and the target object. (See Assembly Mode > Automatic Grouping.)

Scoping out with shift +  will disallow you from editing its contents.

  # Scope Out

This is a button.

Shortcuts: When using any control scheme, shift + .

Scoping out of a group will disallow you from editing its contents.

When holding an object with   and scoping out, the object will be taken out of the scope into whatever scope you end up in. If the group it was in is not referenced by another gadget, and only has a single object in it, it will “collapse.”

  Unhide All

This is a button.

Unavailable: when not using the Hide tool, or nothing is hidden.

Unhides everything. Shows the number of items in the scene that have been hidden using this tool.

  Unfreeze All

This is a button.

Unavailable: when not using the Freeze tool, or nothing is frozen.

Unfreezes everything. Shows the number of items that have been frozen.

  Increase,   Decrease

This is a switch that defaults to Decrease.

Unavailable: when not using the Sculpture Detail tool.

Toggles between increasing detail and reducing detail.

  Consider Scale

This is a switch that defaults to off.

Unavailable: when not using the Sculpture Detail tool.

When on, a sculpt’s colouring will be relative to its size.

For example, a small object should normally have low detail as its surfaces will not be able to be seen clearly most of the time. So if it has a higher detail, it will appear more red.

  Live Clone

This is a switch that defaults to off.

Unavailable: when not using the Clone tool.

Only has effect on sculpts. (Tg)

You can clone as normal. The difference is that sculpts cloned using this method are “live” clones.

Live clones reference the same sculpt in memory. This means that when editing, instead of turning the clone into a unique sculpt, the original “reference sculpt” will be edited instead. This means all live clones (including the original) will seem to “update” as you edit any one of them.

This is useful in a number of situations:

You cannot accidentally turn clones into unique sculpts when you didn’t intend to.
You can change the appearance, or at least the geometry, of many sculpts across an entire scene at once.

  # Merge Paintings

This is a button.

Unavailable: When something other than paintings or groups that only select paintings are selected, or only one painting being selected in this way.

Permanently merges and flattens paintings into a single painting object. The flattening process converts any kaleidoscope or mirror effects into regular edits. (Pk) Note that this also means that those paintings will not benefit from clones all referencing the same original painting. So if you have 2 clones of one painting, and merge them together, the graphics thermometer used by those paintings will double.

Note, this can be undone but there is no “unmerge” button.

Merging paintings uses less gameplay thermometer than having many separate paintings. However, because it flattens things like mirrored strokes and kaleidoscoped strokes into individual edits, and all of the cloned paintings are now unique strokes in the same painting, it will cost more on the graphics thermometer.

The origin point of the new painting will be the average of the origin points of the paintings that were combined, and will be oriented “up” according to the scene’s origin grid.

The order of the strokes will be preserved, with the strokes of paintings created later added after the strokes of paintings created earlier.

Displays the number of selected paintings next to the button.

  Delete

(See Delete.)

Deletes all selected objects.

  Open Tweak Menu

(See Assemble Mode > Tweak.)

Opens the tweak menu for the selected object that was created first.

  # Hide Everything Else

This is a switch that defaults to off.

Unavailable: when not scoped into a group.

When on, hides everything not in the current scope.

Note xray still shows gadgets etc. outside the current scope while this is active. (See Assembly Mode > X-Ray.)

  Edit Sculpture

This is a button.

Unavailable: when anything other than one sculpture is selected.

Shortcuts: When hovering over a sculpt and using the   DS4,   +  . When hovering over a sculpt and using the   moves, secondary   + primary  .

Edits the target sculpture.

  Edit Painting

This is a button.

Unavailable: when anything other than one painting is selected.

Shortcuts: When hovering over a painting and using the   DS4,   +  . When hovering over a painting and using the   moves, secondary   + primary  .

Edits the selected painting.

Save As New Creation

This is a button.

Unavailable: when more or less than one object is selected.

Saves the selection as a new creation, a remix of the source creation with everything deleted apart from the selected object. Asks for a name and type of element.

Once saved, the object in the source creation is now a reference to that new creation.

  Edit Keyframe

This is a button.

Unavailable: when a Keyframe is not selected.

Begins recording into the Keyframe.

  # Stop Recording

This is a button.

Unavailable: when not recording into a Keyframe, Action Recorder, or Possession Recorder.

Shortcuts: When not inside a group and using any control scheme, shift + .

Stops recording into the gadget.

  # Play Mode

This mode is not accessible through the palette menu in edit mode. To go into play mode, press   and click on   “View” or   “Play.”

You can also access this mode from the cover page of a creation.

  Camera

While there is at least one Camera gadget in the scene that is either in a chip or is powered by a wire, that view will be “locked in” and be used.

If all camera gadgets are not “locked in” in this way and there is at least one powered Possessable Controller Sensor, the controller sensor gadget that either is possessed or was created last will become the target for the view. The camera that is closest to the target and that can see the target’s associated object will become the active one.

If there are no applicable cameras and there is no target possessable controller sensor, the freeroam camera is used.

If there are no applicable cameras and a target possessable controller sensor, the camera will orbit around the target controller sensor and use that controller sensor gadget’s camera settings.

If   is not wired from the target possessed controller sensor,   will be used to rotate the camera around the focal point. (Tg) if the camera would go inside a visible sculpt, it will move in front of it instead so as to keep the target position in view. If this would move the camera too close to the target controller sensor’s associated object the associated object will also become invisible. If the camera angles up by a certain amount, it will move towards the focal point as if avoiding the ground—even if there is no ground to avoid. (Tg)

If orbitting and there is one powered Camera Pointer in the scene, that pointer’s angle and zoom settings will be used. If there are more than one pointer, their settings will be averaged, weighted by how close the pointer position is to the player.

  # Sculpt Mode

A Sculpt has its own Sculpt Tweak Menu. Hover over it and press shift +   to see its tweak menu.

Sculpts can be scoped into to edit them.

When going into sculpting mode, you will have the smear tool active by default, with the cube shape selected.

Advice: Add a negative shape, then multi-clone it around in a spiral or whatever line you want to cut out. (Mm)

A sculpt is made up of an ordered list of edits that the system uses to play back how you made it to recreate the sculpt when it is used in a scene. (Tg) (Tg) Each edit only affects the edits made before it.

For example, say you’ve placed a positive sphere, then a negative wedge to cut out part of the sphere. You can add a positive cube to where that negative wedge was. Because it was added after the negative edit, it won’t be affected by it. And because the sphere was added before the negative edit, it will be affected by it.

Use   or the primary trigger to place an edit. Edits cannot be scoped into, neither can they be selected.

While using any tool, press   to exit the tool and default to the Move tool. (Pk)

A sculpt adds to the graphics thermometer based on its outer surface area and detail resolution. But cloning a sculpt adds only a tiny amount to the gameplay thermometer. So to optimise thermometer use, it’s a good idea to reuse sculpts as much as possible. (Mm) (Mm) (Mm)

For rendering, Dreams uses a combination of flecks and a hard inner body (sometimes referred to as the “hull”). The inner and outer parts of rendering can be adjusted separately. The more loose the flecks are, the more of the inner body can be seen through the flecks.

(Pk)

The first ever edit you make in a new sculpt will set the origin point of the sculpt and its orientation. These are used to dictate where the mirror line is and where the kaleidoscope will rotate around. When realigning the grid to the sculpt, this origin point and orientation is also used.

Editing Shapes using the Moves

While holding a shape, tap the spheres of the two move controllers together to enter non-uniform scale mode. Here, each imp is attached to a different part of the shape. As you move the controllers around, the shape will scale to keep those two points attached to the imps.

This resizing of the shape is equivalent to going into edit shape mode, and using the stretch tool to drag out the shape in various directions.

The specific points attached to the imps will differ for different shapes.

Note this mode works differently for the curve shape.

(Mm)

Sculpture Detail

Use the sculpture detail tool to lower the detail of a sculpt to make it cheaper on the thermometer. Things that are more detailed than other things in the scene will be more red, and things that are less detailed that other things in the scene will be more blue. (Pk) Note that paint cannot be affected by the sculpture detail tool, so their visuals will not be affected by this colouring. (Pk)

A sculpture’s resolution (detail) dictates the minimum visual looseness. (Mm) Because of this, if you have metallic or shiny sculptures, lowering their detail can affect the reflections in the surface of the object, making them less crisp and clear. (Pk)

Cloning Sculpts

When cloning sculpts, the graphics thermometer will not go up because they will all reference the exact same sculpt. Any tweak menu changes (including the use of styling tools etc.) do not change the sculpt itself but simply its appearance. (Pk)

However, if you edit one of those clones, the graphics thermometer will go up become it has become a unique sculpt separate from the others and so cannot reference the exact same sculpt. (Pk)

See Live Cloning for details on how to edit one clone and have others automatically update, to make sure the graphics thermometer does not go up.

Even though cloning doesn’t add to the graphics thermometer, each clone made will add a tiny amount to the gameplay thermometer, which tracks how many “things” are within the scene. (Pk)

Because of this, it’s preferable to share the load between graphics and gameplay thermometers by creating a medium-sized sculpt and cloning it several times but not too many.

For example, if you make a single sculpt of a small roof tile, and clone it 100 times to cover a large roof, it will have low impact on the graphics thermometer and high impact on gameplay thermometer.

On the other hand, if you made a single sculpt containing 100 tiles, it would have high impact on the graphics thermometer (the sculpt covers a larger 3D space) and low impact on the gameplay thermometer. Either of these situations could make it very difficult to add more things to the scene.

To lower thermometer use on graphics and gameplay, you can make a larger sculpt of 20 tiles which would have a much lower impact on the graphics thermometer than the full 100-tile roof. Then you could clone it 5 times to cover the entire roof, which would have a much lower impact on the gameplay thermometer. And, having shared out the load, you’d have a lot more spare memory for more graphics and gameplay objects within the scene.

  Tools

Tools for use while editing a sculpt.

  Undo

(See Assembly Mode > Undo.)

Note that undo and redo affects the edits already added, not adjustments while tweaking the shape.

  Redo

(See Assembly Mode > Redo.)

Note that undo and redo affects the edits already added, not adjustments while tweaking the shape.

  Move

This is a button.

(See Assembly Mode > Move Tool.)

Use   or the primary trigger to move positive, negative, and crop shapes.

While in this mode, you may hover over surfaces affected by negative shapes to see a wireframe of them. Then you can move those negative shapes around as normal.

Note that other edits such as spraypaint cannot be moved after they have been placed.

Hover over the sculpt to see the wireframe of different geometry edits within the sculpt that affect that area of the sculpt. If the edit is positive, this will show the shape you can already see. If the edit is negative, this will show the normally invisible shape that cut away mass at the point you are hovering over.

Dragging a smear edit will move the entire smear, not just one shape within that smear. (Pk)

Note that when moving one edit, all other edits—negative geometry, colour, etc.—will not move. So if you have a sphere with some cuts in it and you later move that sphere, the cuts will not move with it but will instead affect whatever mass is still there after the move.

While holding an edit, you may move your finger acoss the DS4’s touchpad to rotate it in one axis at a time. To “roll” the shape, use two fingers on the touchpad. Using this method, if you rotate it quickly and let go of the touchpad it will spin for a short time with enertia.

  Stretch

This is a button.

Hover over a face of a shape, and use   to stretch it out or push it in. A good way of using this is to add a smaller edit without worrying about getting the size exactly right, and then using the stretch tool to bring one side out to get the size perfect. (Mm)

As a general rule, the different shapes behave like they are filling a box and are stretchable in 6 axes as if pushing and pulling the sides of such a box.

Using the stretch tool doesn’t inherently add to the graphics thermometer cost of the sculpt. (Tg)

  Clone

(See Assembly Mode > Clone.)

Works on individual stamp or smear edits.

  Delete

(See Delete.)

  # Stamp

This is a button.

Shortcuts: When using the Stamp/Smear tool and using the   DS4,   to toggle between stamp and smear. When using the Stamp/Smear tool and using the   moves, tap   secondary sphere to primary base to toggle between stamp and smear.

Add shape geometry edits to the sculpt using   or  . If in positive mode, these edits will add visible mass to the sculpt. If in negative mode, these edits will hide existing mass from the sculpt—as if it was never there—and makes new surfaces where they intersect.

If the shape has been edited such that it is in “extrude” mode, the controls will work a little bit differently. Press   to set the start point of the shape. Hold it as you move around the end of the shape, effectively dragging the cross-section out from point to point in a straight line. You’ll see a live preview of what the final shape will look like. Let go to set the end point of the shape and commit the edit.

Note that exactly how the extrusion and cross-section will behave will depend on the shape selected.

The colour and looseness settings of the edit will also apply to the new surface of the sculpt. For example, if you have a tight (non-loose) sphere and you cut out a loose cube from its side, the surface of the cut will have the same amount of looseness that edit has. (Mm) (Mm)

While using the stamp or smear tools (smear is the default), you can toggle between the two using shift + . (Tg)

Only one shape will be added when using the Stamp Shape tool, even if you drag the imp around while holding  . (Pk)

The Stamp Shape tool allows you to blend the new edit with the existing edits. (See Sculpt Mode > Blend Amount.)

When adding positive geometry, blending will draw the existing geometry and the new geometry edit towards one another.

When adding negative geometry, blending will cause existing geometry to shrink away from the new geometry edit.

  # Smear

This is a button.

Shortcuts: When using the Stamp/Smear tool and using the   DS4,   to toggle between stamp and smear. When using the Stamp/Smear tool and using the   moves, tap   secondary sphere to primary base to toggle between stamp and smear.

When adding a smear edit, keep it held and move the imp around, and more of the same shape will be added to the same edit. (Pk)

Note that even if you pull the trigger for a moment, it will likely place multiple of the selected shape—purely because of hand shake, etc. If you want to be sure you’re only adding a single shape in an edit, use the Stamp Shape tool.

  Spraypaint

This is a button.

Adds colour to all surfaces created before the spraypaint addition, within the volume of the shape of the edit. (Pk)

When using soft blend, the existing colour of the positive geometry will change in a gradient, becoming closer to the colour of the edit as it nears the centre of the edit. (Mm)

  Looseness

This is a button.

Applies the looseness of the edit to any positive geometry within the volume of the shape of the edit. (Mm) (Pk)

Affects the graphics thermometer cost of the sculpt.

When soft-blending, affects the looseness of the surface of positive geometry more as it approaches the surface of the edit shape.

  Crop

This is a button.

This tool is stamp-like.

When using this tool, the sculpt will be transparent. Move your shape within the sculpt, and the parts that will be kept will be shown as fully opaque. Add the edit with   or the primary trigger to apply the crop. (Pk) This adds a shape that makes anything outside of it be removed—like an inverse negative edit. (Tg)

It can be difficult to figure out exactly where your edit is in relation to the rest of the sculpt. One way of making this easier is to go into shape edit mode and move it around.

  Cutout Tool

This is a button.

This tool is stamp-like.

This tool works exactly the same as the Crop Tool with one difference. It creates a new cropped version of the sculpt like before. It also adds that same edit as a normal negative edit to the sculpt you’re editing. So it’s as if it takes out the part of the sculpt you highlighted into its own sculpt, but left everything else in place. (Mm) (Pk) (Tg)

Note that because it creates a new copy of the sculpt that is different from the original, it will add to the graphics thermometer. Also, it seems the preview of cutouts and crops may leave jagged edges but these are cleaned up when the edit is committed.

A note on crop edits and cutout edits in general: These are just other kinds of edit. It can be adjusted just like any other edit. All other parts of the sculpt, all the other edits, are still there. You just can’t see them. Think of this more like an inverse negative edit, where it dictates what can still be seen rather than what is hidden.

  # Add,   Subtract

This is a button.

Shortcuts: When using the   DS4,  . When using the   moves, tap   secondary sphere to primary base.

A menu toggle between making edits add or subtract. This means different things depending on the tool used. (Pk)

When in subtract mode, an extra menu switch appears for “Add+Subtract.” When checked, this allows you to have different settings for adding and subtracting, making it easy to swap between two kinds of shapes while editing the sculpt.

# Shapes

If you click on a shape menu item, you will get the default settings and default scaled shape.

The icon changes to show the currently selected shape.

  # Cube

This is a button.

A six-sided box or rectangular prism.

Stretchable from each side.

  Cylinder

This is a button.

A circular prism.

Stretchable in 4 orhtoganal sides of the circular tube as if the sides of a box, and from the two flat circular ends.

  Sphere

This is a button.

An ellipsoid. Starts as a regular sphere.

Stretchable on all 6 sides as if it were filling a box.

  Cone

This is a button.

A flat circle at one end, reducing in size until it comes to a point at the other end.

Stretchable on 4 sides of the cone area, from the tip away/towards the flat end, and from the flat end away/towards the tip.

  Donut

This is a button.

A regular torus, as if a circular cross section dragged out around another circle.

Stretchable from any of its surface, adjusting the radius of the circlilar cross-section.

  Filled Donut

This is a button.

Similar to a donut but with the central hole filled in, with flat surfaces on the top and bottom. Like a bun.

Stretchable like the donut, though the flat top and buttom sides will be affected by the top and bottom edge of the circular cross-section, making the shape fatter or thinner height-wise.

  Wedge

This is a button.

A triangular prism.

Stretchable on the 4 flat sides, as well as “up” and “across” on the angled side, which affects the shape of the triangle.

  Hexagonal Prism

This is a button.

A hexagonal prism, using a hexagon as a cross-section and extruding it out from the flat face.

Stretchable on 6 axes as if it were filling a box.

  Triangular Pyramid

This is a button.

A pyramid where all 4 sides are triangles.

The corners are “stretchable” in that you can move them freely. The sides themselves cannot be stretched.

  Rounded Cube

This is a button.

A cube shape with rounded edges and corners.

Stretchable like a cube. (See Sculpt Mode > Cube.) Note that the rounded edges will stretch also, and not retain a uniform radius.

  # Curve

This is a button.

Defaults to a spherical shape. But there are a number of differences.

Smearing in its sphere configuration is a lot smoother than smearing with a normal sphere. With a sphere, many spheres are placed along the line you draw out, meaning you can often see where they intersect. Smearing with a curve in sphere configuration creates many curve instances as a single edit, which are perfectly smooth along their length.

Also, the harder you pull   while smearing the larger the sphere gets, and the softer you pull   the smaller the sphere gets.

In edit shape mode, there are special handles added to the shape that you can use to manipulate the curve.

When still in sphere configuration, there is only one handle with a “stretch” icon. Drag that around to move the “end” of the curve, while the “start” stays in the same position. (Pk) Once the sphere configuration has been stretched out, there will not be a total of 6 handles: 4 stretch handles along the length, with two of those at either end, and two tapering handles past either end.

Dragging the stretch handles pulls those parts of the curve. The further away from the straight-line position of that part of the curve the handle is, the lesser its effect on that part of the curve. This results in a nice, smooth curve, regardless of how you position things. (Pk)

The tapering handles at either end manipulate how “fat” the corresponding end is. Dragging one of the handles further away from its end makes that end fatter, and dragging it closer to that end makes it sharper.

When using the move controllers, you can do this in a more intuitive way if you prefer—though with less control over the middle 2 handles. Tap the spheres together like you would to go into non-uniform scale mode. Now, either end of the curve is attached to the nearest imp. A natural curve will be made between them. Twist while holding secondary   on the left or   on the primary either controller to adjust the fatness of that end of the curve. (Mm)

# Colours

Sets the colour of subsequent edits.

Has a colour picker as well as a rainbow of colour sets. Each colour set is its own sub-menu, which can be expanded to reveal shades of that colour. It also includes a mixed colour including all the shades. Click on it will use the mixed colour set to slowly shift over time.

The sets are as follows: monochromes (grayscale), reds, oranges, yellows, greens, blues, purples, pinks, and browns.

  Colour Picker

This is a button.

Shortcuts: When using the   DS4, press the touchpad. When using the   moves, tap secondary sphere to primary base.

A colour picker. Around the outside is a circular hue slider. In the middle is a triangular shade picker (saturation and brightness). In the gaps between the shade and hue selectors is a preview of the currently selected colour. (Tg)

Use   or   or the move’s primary trigger to pick a colour. This will be displayed as a blob in the “Pure” area.

Drag the colour to the “Mixed” area to add a blob of it to the mixer. You can add multiple colour blobs to the mixer, and they will merge like a soft-blend in a sculpt. While this mixed colour is selected, each time you use a tool that applies colour it will apply a different one of those selected colours. Use   or the primary trigger to spin the mixed blobs to have them transition to each other. The current colour under the crosshair in the middle of the mixer will be used as the current colour in that moment. Use the same control to stop them spinning. (Mm) (Tg)

Press “Save” to store the selected colour or mixed colour to the main palette in the menu for later use. These are only stored within this scene.

Use   on something within the scene to grab that colour. (Tg) Note that this is not affected by lighting.

# Flecks

Flecks cover the sculpt, giving it texture. (See Sculpt Mode > Flecks.)

Sets the base fleck type for the entire sculpture. (Pk) (See Style Mode > Apply Fleck Tool.)

The flecks available are: square, circle, triangle, hexagon, dots, scribble, veins, splat, straight, heavy, hatching, cubist, impressionist, expressive, baroque, streaky.

Everything you see in a scene is rendered using flecks apart from text. Flecks are images. That’s about it. But thousands and thousands of them are rendered across the scene to give the impression that things are solid.

“Looseness” is the size of each individual fleck. And, for sculpts this means fewer of them are rendered to cover their surface. So high looseness means large flecks which means fewer of them being rendered. The opposite of “loose” is “tight.”

Note that flecks by themselves are transparent. As such, anything behind a fleck such as in a painting must still be rendered to the screen. On the other hand, sculpts are always opaque which means things behind a sculpt can be skipped, saving on rendering time. (Tg)

The flecks are as follows:

# Finishes

Finishes affect how an object reacts to light—how it reflects or absorbs it.

Sets the finish of the sculpture.

The finish affects the colour of the sculpt’s surface. By default the surface will be the spraypainted colour, tinted, and then coloured by light that hits the surface. When the diffuse light from the sky changes colour quickly, it can take some time for the sculpt to adjust colour, depending on the settings.

(See Sculpt Mode > Waxyness/Metalness.) (See Sculpt Mode > Shinyness/Roughness.)

Default

This is a button.

Half shiny-rough (at 60%), half wax-metal.

Plastic

This is a button.

60% shiny-rough, half wax-metal.

Shiny

This is a button.

Full shiny, half wax-metal.

Rough

This is a button.

Full rough, half wax-metal.

Metal

This is a button.

50% shiny-rough, full metal.

Wax

This is a button.

50% shiny-rough, full wax.

Shiny Metal

This is a button.

Full shiny, full metal.

Shiny Wax

This is a button.

Full shiny, full wax.

Rough Metal

This is a button.

Full rough, full metal.

Rough Wax

This is a button.

Full rough, full wax.

  Guides

(See Assembly Mode > Guides.)

  Show/Hide

(See Assembly Mode > Show/Hide.)

Context

  Hide Everything Else

(See Assembly Mode > Hide Everything Else.)

  Start New Sculpture

This is a button.

Creates a new sculpture and begins editing it with the same tools and settings.

  Stamp in Place

This is a button.

Unavailable: when not in Edit Shape mode.

Stamps the edited shape in its current position.

  # Edit Shape

This is a mode. Use   on the item to access a new way of interacting with the object.

Shortcuts: When using any control scheme, shift +  .

If using the DS4, the shape freezes in place while in this mode. When using the move controllers, there are many shortcuts to allow you to do the things you can do in Edit Shape mode without going into that mode.

When using the moves, tap the   two spheres together to adjust the shape all at once. For most shapes the primary imp will continue to hold the shape from its previous grab point, and the secondary imp will stretch the opposite corner of a box shape, stretching the shape itself as it moves.

When using a Curve shape, each end is tied to the position and orientation of one of the move controllers. Holding secondary   and   twisting the controller will adjust the taper on that end of the curve shape. Same for using primary   and   twisting.

Use primary trigger to smear or stamp the shape in its current configuration, or the secondary trigger to lock in the shape and continue using it as normal.

Using this method, more than one dimension can be extruded. (See Sculpt Mode > Tool.)

  # Tool

This is a selector, with multiple exclusive options. Use   to select one.

Contains two tools.

  Controlled Scale: While in this mode, the sides of the shape can be dragged in the same way as with the Stretch Tool. (Pk)
If the shape is made thin enough, the shape itself will disappear and an outline of a cross-section of the shape will appear attached between the two imps. This would leave the shape in “extrude” mode.
  “Make Curve” is shown instead when using a Curve shape.
  Grab Point
Shortcuts: When not in Edit Shape mode and using the   moves, hold   and hold the secondary trigger over the shape to grab it, then click on a grab point with primary   or trigger to set the grab point and continue holding it with the primary controller.

While in this mode, a number of spherical nodes will appear on the shape. Select the one you want, and that will become the point attached to the end of your imp. Note that the angle you were holding your controller at will also be used as the angle you are holding the shape at. (Mm)

# Blend Amount

This is a slider. Hold   to drag the setting up and down.

Unavailable: when not in Stamp mode.

Shortcuts: When using the   moves, secondary   and   twist (Mm).

A menu slider that sets the amount of blending the current shape will have when added to as an edit to the sculpt. Shows a live preview. (Pk)

More on what effect this has in the Stamp Mode section.

  Hard Blend Mode

This is a switch that defaults to off.

Unavailable: when not in Stamp mode.

Shortcuts: When using the   moves, while holding secondary  , press primary   (Mm).

When checked, uses hard blend. When unchecked, uses soft blend.

Soft Blending will smoothly transition existing edits towards the new edit (or transition away from the new edit if in negative mode). (Ne)

Hard Blend works similarly but instead of a smooth surface merging in to other shapes, creates flat slopes between the surfaces. Good for machinery and crystals.

To toggle between soft and hard blending modes,

  Looseness Amount

This is a slider. Hold   to drag the setting up and down.

Shortcuts: When using the   moves, hold secondary   and   twist.

Affects the sparseness of the data used for the surface of this edit, and therefore the size of the flecks and cost of these surfaces.

As the visuals are entirely made up of flecks, this can make the object look rough and deformed. (Mm) (Pk)

Defaults to around 20% of maximum.

  Varying Looseness

This is a switch that defaults to off.

Shortcuts: When using the   moves, while holding secondary   to adjust loosness, press primary   to toggle this setting on and off.

When on, the middle of a flat surface will have the edit’s as much looseness as possible, but the surface will become tighter as it approaches a corner up to the looseness set for this edit.

This effectively means you can have looser, more textured surfaces while keeping the edges tight and crisp. (Mm)

  Hole

This is a slider. Hold   to drag the setting up and down.

This is not available for all shapes.

The hole is defined by how far away from the outer surface of the shape the hole starts. Then everything from there in is cut away. (Pk)

  Opacity

This is a slider. Hold   to drag the setting up and down.

Unavailable: when not using the Spraypaint tool.

Dictates how much the existing surface colour of the sculpt is affected by the new colour. (Pk)

  Section

This is a button.

Click on this to cycle through the sections available for the current shape, which cuts away the shape into different fractions. Most of the time these sections are 1, 2 (half), and 4 (quarter). (Pk)

  # Paint Mode

A Painting has its own Painting Tweak Menu. Hover over it and press shift +   to see its tweak menu.

The amount of power received by this gadget affects its behaviour: The power received multiplies the Opacity setting.

Automatically creates a new painting.

Activated when scoping-in to a painting, allowing you to edit that painting.

Scope into a painting to edit it.

A painting made up of individual flecks.

Use   or the primary trigger to place an edit. Edits cannot be scoped into, neither can they be selected.

The “origin” of the painting is defined by the first position of the first edit. For example, the position of a stamp, or the first fleck’s position in a line. Note that once set, the origin point will not change even if that original edit is changed in any way (deleted or moved). (Pk)

Each stroke has a start and end, as defined by the position the stroke starts at and ends at. These points are used by various tweak menu effects. (See Duplicates, Physical Properties, and Effects.)

Note that it is very difficult to split up parts of a painting or to erase from a painting. You can, however, merge multiple paintings together. (See Assembly Mode > Merge Paintings.)

Use paint, and change the fleck density to make each line dashed. (Mm)

Before adding an edit, stroke the touchpad to rotate the fleck around the imp, or flick to start it spinning. While holding an edit with   or primary trigger, flicking the touchpad will start it spinning but it will slow down quickly.

Thermometer Cost

Cloning a painting will not add to the graphics thermometer. As long as those clones have not been edited and reamin identical to the original painting they'll simply reference that original painting. (Ls)

Performance

Paintings are purely made of flecks. Flecks are not fully opaque, and all have spots of transparency. This means that Dreams must still render things that are behind a painting in case those things can still be seen. So if you have a lot of paintings on-screen at once, it has to render each of those paintings, which isn’t so great for performance and in some cases can slow the framerate to a crawl. (Tg)

  Tools

Tools for use while in paint mode.

  Undo,   Redo,   Move,   Clone,   Delete

(See Modes > Assembly.)

  Stamp Fleck

This is a button.

Allows you to stamp individual flecks one at a time.

  Brush Flecks

This is a button.

Use the trigger or   to draw a stroke of flecks.

The softer you pull the trigger, the more transparent the flecks are as you paint. Pulling the trigger fully or using   instead will make the flecks fully opaque.

The harder you pull the trigger, the more opaque the flecks will be as you draw. This is the equivalent of adjusting the opacity as you draw the line. (Mm) (Pk)

When setting the opacity of the paint separately, this is used as the maximum opacity the brush tool can create.

  Draw Flecks

This is a button.

Use the trigger or   to draw a stroke of flecks.

The softer you pull the trigger, the more small the flecks are as you paint. Pulling the trigger fully or using   instead will make the flecks be the original size you scaled them up to before painting.

The harder you pull the trigger, the larger the flecks will be as you draw. This is the equivalent of adjusting the scale of the flecks as you draw them. (Mm) (Pk)

When setting the scale of the paint separately, this is used as the maximum scale the draw tool can create.

  Rule Flecks

This is a button.

Use the trigger or   to begin a new stroke. Flecks the stroke will draw from that starting point to wherever the imp is. Release the trigger to set the end point of that stroke.

Draws a line starting from where you started to hold   to where you let go of  , with a live preview of the line itself. (Pk)

Flecks

(See Sculpt Mode > Flecks.)

When new edits are made, they will have this fleck type.

Finishes

(See Sculpt Mode > Finish.)

When new edits are made, they will have this finish.

  Frame-by-Frame

This menu item shows the current frame number. (Pk) If there is more than one frame in the painting, these will animate through the frames while time is running.

The painting will start at the last frame you viewed while editing it. (Pk)

  Previous

This is a button.

Unavailable: while editing the first frame

Shortcuts: When using the   DS4,  + .

Moves to the previous frame if there is one, and displays it for editing.

  Next

This is a button.

Shortcuts: When using the   DS4,  + .

Moves to the next frame and displays it for editing. (Pk) If there is no frame after the current one to move to, adds a frame at that position and moves to it. (Pk)

Insert

This is a button.

Only available when you are on a frame that has a frame after it.

Inserts a new blank frame after the current one and before the next one. (Pk)

  Delete

This is a button.

Deletes the current frame.

  Onion Skinning

This is a button.

Displays adjacent frames transparently in-place. (Pk) You can move and clone strokes from onion skinned frames into the current one. This can be very useful, but when moving things around you may want to turn off onion skinning so you can be sure you don’t accidentally change a different frame. (Pk)

Note, this does not loop. When viewing the last frame, no “forward” frame is shown. And when viewing the first frame, no “back” frame is shown.

When active, reveals a selector with 3 options:

  “Back” will show the previous frame shaded red.
  “Forward” will show the next frame shaded blue.
  “Both” will show the previous and next frames.

Show/Hide

(See Assembly Mode > Show/Hide.)

Context

  Hide Everything Else

(See Assembly Mode > Hide Everything Else.)

  New Painting

This is a button.

Creates and edits a new painting object, while keeping the tool settings.

  Edit Fleck

This is a mode. Use   on the item to access a new way of interacting with the object.

Shortcuts: When using any control scheme, shift + .

Edit the fleck itself before painting with it.

Extra flecks will be added for every fleck added based on whichever setting is higher from Fade and Scatter.

  Fade

This is a slider. Hold   to drag the setting up and down.

Unavailable: when not in stamp mode.

Creates a 2D cluster of flecks around the original position and at the original angle, with less and less opacity as it spreads out. The slider controls how far they spread out and so how many extra flecks are added. (Pk)

  Opacity

This is a slider. Hold   to drag the setting up and down.

Controls the opacity of any flecks you add.

  Scatter

This is a slider. Hold   to drag the setting up and down.

While using the Stamp Fleck tool, works similar to fade. Creates a 3D cluster instead, and does not fade out the opacity as the flecks spread out. (Pk)

While using the other tools, the 3D position of the flecks added are randomised. Because the scattered flecks are at different angles relative to the sun and sky of the scene, they can appear lighter and darker. (Pk)

  # Coat Mode

The tools affect the corresponding setting on objects the imp is hovering over. (Pk) (See Sculpt Mode > Outer Properties.) (See Painting Tweak Menu > Coat Properties.)

Use   to gradually apply this change.

  Tools

Tools to affect the outer coat of sculpts and paintings.

  Undo,   Redo

(See Assembly Mode > Undo.)

  Tint

This is a button.

If the Tint Amount is currently 0%, instantly sets the colour to the selected colour and gradually increases the Tint Amount and reduces Original Colour Saturation. (Pk)

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

  Hue

This is a button.

Changes the hue shift setting, and hue shifts the tint colour. (Pk)

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

  Apply Finish

This is a button.

Increases or reduces the selected finish. When increasing, moves the corresponding settings towards the maximum selected setting. (Pk) When reducing, moves Shiny/Rough to 60% and Waxyness/Metalness to 0%.

Increasing or reducing moves a painting’s Finish setting to 100%.

For example, when increasing the “Shiny Metal” finish on a sculpture, the Shiny/Rough slider moves towards 0% (all shiny), and the Waxy/Metallic slider moves towards 100% (all metallic).

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume. Note that subtracting finish does not work on paint flecks.

  Glow

This is a button.

Increases or reduces the glow setting. (Pk)

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

  Revert

This is a button.

Changes Tint Amount to 0%, Original Saturation to 100%, a painting’s Finish to 100%, Shinyness/Roughness to 60%, Waxyness/Metalness to 0%, and Glow to 0%.

Use the Volume Brush to apply to all sculpts and paintings within the volume.

   Positive/Negative

This is a button.

Shortcuts: When using the   DS4,  . When using the   moves, tap   secondary sphere to primary base.

Toggles between increasing and decreasing a particular coat using the tools.

  Colours

(See Sculpt Mode > Colours.)

Select a colour. Used by the Tint tool.

Finishes

(See Sculpt Mode > Finish.)

  Guides

(See Assembly Mode > Guides.)

  Show/Hide

(See Assembly Mode > Show/Hide.)

Context

  # Volume Brush

This is a switch that defaults to off.

Unavailable: when not using a tool that can use a volume brush

Shortcuts: When using an applicable tool and using the   DS4,   to activate the volume brush.

Causes the tool to apply to sculpts and paintings in an area. See the tool in question for specifics on how this affects the tool.

Use   to increase the size of the volume or enable the volume brush, and   to decrease the size. When it gets small enough, the volume brush is disabled.

When using the moves, resizing is done by holding secondary   and   tilting, as if scaling an object.

  # Style Mode

The tools affect the flecks of a sculpture or painting. (Pk)

  Tools

Tools to apply styles to paintings and sculpts.

  Undo,   Redo

(See Modes > Assembly.)

  # Apply Fleck Tool

This is a button.

Gradually reduces whatever fleck style is currently applied and applies more of the currently selected fleck style. Using this, you can have up to 4 different flecks showing on the same sculpt at once. (Pk)

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume. When applying to paint flecks, all flecks in the volume are changed instantly.

  Looseness

This is a button.

Changes the Looseness setting. (Pk)

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

  Impasto

This is a button.

Changes the Impasto setting. (Pk)

Note that the minimum the impasto tool can set is 0%.

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

  Comb

This is a button.

Drag using   over a sculpture or painting to pull all flecks in that direction. (Pk) Note that it’s easier to get a more uniform look of everything heading in the same direction with smaller flecks; large flecks tend to stick out all over the place no matter what you do.

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

  # Ruffle

This is a button.

Changes the Ruffle setting. (Pk)

Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.

When applying to flecks of a painting, they instantly become fully ruffled. These can be unruffled using a negative ruffle for the setting of the painting itself.

  Revert

This is a button.

Brings the Ruffle, Impasto, and Looseness settings of paintings and sculpts to 0.

Use the Volume Brush to apply to all sculpts and all paintings within the volume. Does not affect the ruffle, impasto,or looseness for individual flecks.

  Add,   Subtract

This is a button.

Toggles between adding and subtracting the effect of the tool.

Flecks

(See Sculpt Mode > Flecks.)

Guides

(See Assembly Mode > Guides.)

Show/Hide

(See Assembly Mode > Show/Hide.)

  # Effects Mode

Applies animation effects to all flecks of a sculpt or painting by changing the Effects settings on that object. While in effects mode, the effects animations will be previewed even if time is not running. (Pk)

The speed of the animation is dictated by the highest value of any of the effects settings.

For example, if Flow is at 10% and Throb is at 50%, the speed of both the flow and throb will be 50%.

  Tools

Tools to apply effects to the flecks of paintings and sculpts.

  Undo,   Redo

(See Assembly Mode > Undo.)

  # Boil

This is a button.

Starts at 0 opacity, goes to full, and goes back to 0 at the end of the animation.

Can use the Volume Brush to affect multiple objects at once.

  Flow

This is a button.

Uses the Boil effect.

Higher flow will move the fleck further to its “right.”

Can use the Volume Brush to affect multiple objects at once.

  Wave

This is a button.

Rocks left at the start, then to the right, then at the end it loops back to the start again.

Higher Wave will rotate the fleck closer to 90 degrees in each direction.

Can use the Volume Brush to affect multiple objects at once.

  Evaporate

This is a button.

Uses the Boil effect.

Moves the fleck “up” in the direction it faces.

Higher Evaporate will move it further “up” while animating, relative to the fleck’s size.

Adds to Throb.

Can use the Volume Brush to affect multiple objects at once.

  Throb

This is a button.

Moves the fleck from its normal position to “up” in the direction it faces, then back to its original position at the end.

More Throb moves the fleck further.

Adds to Evaporate.

Can use the Volume Brush to affect multiple objects at once.

  Revert

This is a button.

Reverts the effects settings of sculpt or painting objects to 0.

Can use the Volume Brush to affect multiple objects at once.

  Add,   Subtract

This is a button.

Toggles between adding and subtracting an effect with the corresponding effect tool.

Guides

(See Assembly Mode > Guides.)

Show/Hide

(See Assembly Mode > Show/Hide.)

Context

  Volume Brush

(See Coat Mode > Volume Brush.)

  # Sound Mode

Sound gadgets sometimes have a different kind of slider in them (I’ll refer to this as a “split slider”), denoted by two thin nubs next to each other instead of one single node. This allows you to set a range of values. Also most non-slider settings in a sound’s tweak menu can be set to a range.

Hold shift while dragging the setting with   to widen the allowed range, setting a minimum and maximum value. Each time this sound is played, or a new note is played with the instrument, a random value within that range will be used for that setting for that specific play. (Mm) (Tg)

  Search

Lets you search the Dreamiverse for sound-related creations of various kinds.

  Search Instruments

This is a button.

Opens a search filtering for instruments, with nothing recorded in them. (Mm)

  Search Sound Effects

This is a button.

Opens a search filtering for sound effect creations.

  # Search Effect Fields

This is a button.

Opens a search filtering for effect field objects. (Mm)

Note, this is the only way to create an effect field.

  Search Music Clips

This is a button.

Opens a search filtering for entire phrases, loops, or tracks of music. This includes instruments with patterns already set within them. (Mm)

  Music Timeline

This is a gadget. (See Gadgets > Timeline Gadget.)

This is a gadget. Scoping into it shows a window in which you can place other gadgets. (Mm)

This creates a timeline gadget that defaults to using music measures.

  Tools

Tools for creating and manipulating sound.

  Undo/Redo,   Move,   Clone,   Delete

(See Modes > Assembly.)

  Draw Notes

This is a button.

Only available while scoped in to a sound gadget, in the piano roll view.

Use   to add notes to the piano roll. Hold   and drag, to lengthen the note you are drawing. (Mm) Hold   while adding a note to allow a freeform pitch bending note; just drag along over multiple pitches and the instrument will smoothly transition over them when playing.

Spiciness can also be set when adding notes by holding   do different degrees. Notes will be coloured according to the amount of spiciness applied at the start of the note. (Bg)

  # Perform

This is a mode. Use   on the item to access a new way of interacting with the object.

Unavailable: when no sound gadgets have their performance window open.

Shortcuts: When hovering over a performance window and using any control scheme, shift + .

While hovering over a performance window and using a Dualshock 4 controller, two sets of 4 buttons are shown on either side of the imp. These represent the face buttons in the corresponding positions on the DS4 controller. Pushing a face button will perform the note or sample indicated on those prompts.

While using the Move controllers and hovering with the primary imp, a similar display is shown next to each imp for the four face buttons of each controller.

Pulling   or primary   will lower the volume while playing a note. Pulling   or secondary   will increase the spiciness of the note. (See Gadgets > Sound Gadget.)

When Row Mapping is on, the buttons correspond to rows of slices that can be played. The prompts display face buttons          which each correspond to their own rows. Or, for the Moves, the     and   buttons for each controller. The secondary controller’s      buttons correspond to the      rows.

When Row Mapping is off, the buttons correspond to notes in the current scale. Starting with the root of the scale at the   button, going up note by note clockwise around  ,   and  , and then from   through  ,   and  . For the moves, the order is primary  ,  ,   and   and then secondary  ,  ,  , and  .

  Tilting the dualshock controller or   secondary move controller to the right side will perform higher octave notes, and to the left side will perform lower octave notes.

When Slice Keytracking is on, the touchpad can be used to pitch shift up to 1 semitone in either direction. (See Sound Mode > Pitch Bend.)

Playing a second note while already holding a different note will perform only the higher note. (See Sound Mode > Legato.)

While using a Dualshock 4 controller and hovering over a performance window, hold   to show the scale selection. This is shown as two circles to the left and right of the imp. The current setting is shown above each circle.

The left circle shows root notes. Push the   left stick to select a different note. Let   come back to the centre and the last selected root note will reamin locked in.

The root notes are, starting at the top and going clockwise around the circle:

C, G, D, A, E, B, F#, C#, G#, D#, A#, F.

The right circle shows scale. Push the   right stick to select a scale group and reveal scales within that group. Keep   pushed and move it around to select one of those scales. Let   come back to the centre and the last selected scale will reremain locked in.

The scales and groups are as follows, start from the top and going clockwise around the circle:

  # Sound Recorder

This is a button.

There is currently a 15 second limit on the length of a single recording. After starting to record, a countdown from 15 begins.

Stamps a Sound gadget into the scene and begins recording from the currently selected microphone attached to the PS4. (Mm) You can record using a headset-style “4 pole” cable plugged in to the controller. (Tg) (See Gadgets > Sound Gadget.)

Note, recording copyrighted audio you do not own the rights to is against the terms of service.

  Arpeggiator Settings

Unavailable: when not in performance mode, and not using the Move controllers.

An arpeggiator mode that can be turned on or off. When Chord mode is on, each note performed by the arpeggiator will be the corresponding chord.

  On/Off

This is a switch that defaults to off.

Turns on the arpeggiator behaviour and settings.

When on, reveals two buttons to control the speed of the arpeggiator through the following speeds: 1/8, 1/12, 1/16, 1/24, 1/32, and 1/48 notes.

  “Slower” makes the duration of each note shorter.
  “Faster” makes the duration of each note longer.

Touch the   touchpad at different spots to see the layout of arpeggiator speeds and select different speeds. This can even be changed while performing or holding a note.

When a note is being held, notes will be performed in a pattern, the other notes selected relative to the held note.

  Notes

This is a button.

Toggles showing the notes settings, but affects no behaviour directly.

Reveals buttons for 8 notes, with   Do corresponding to the note being performed, up to the 7th note in the scale above that:

 Do,  Re,  Mi,  Fa,  So,  La,  Ti, and  Do (one octave higher).

Each can be toggled on or off with  . The notes toggled on will be played as part of the arpeggio pattern. By default the notes toggled on are  Do,  Mi, and  Fa.

  Patterns

This is a button.

Expands the pattern settings, revealing a series of options. Only one may be selected:

  “Up” plays the highest note to lowest.
  “Down” plays the lowest note to highest.
  “Up & Down” plays the lowest note to highest, and back down to the lowest—without repeating the highest and lowest notes.
  “Up & Down: Sticky” plays the lowest note to highest, then plays the highest note to lowest—repeating the highest note and lowest notes.
  “Pause” plays the first selected note for each position in the pattern.

  Loop

This is a switch that defaults to on.

When off, only one iteration of the pattern (including octaves) will be played.

When on, will play the pattern (including octaves) over and over until the root note stops being held.

  Octave Spread

This is a slider. Hold   to drag the setting up and down. Defaults to 1.

How many octaves to continue through after each pattern. For the   “Down” pattern, the octaves will go down. For the other patterns, the octaves will go up.

For example, with notes C4, E4, G4, looping, the “Up” pattern, and a 2 octave spread, the notes played will be: C4, E4, G4, C5, E5, G5, C4, E4… etc.

  # Chord Settings

Unavailable: when not in performance mode, and note using the Move controllers.

Settings allowing for the performance of chords.

  On/Off

This is a switch that defaults to off.

Turns on the chord behaviour and settings.

When on, reveals new switches corresponding the held note and notes from the scale relative to that root note. Each time a note is pressed, the toggled-on notes are performed instead.

The notes include the following:

 Do,  Re,  Mi,  Fa,  So,  La,  Ti, and  Do (one octave higher).

By default the notes toggled on are  Do,  Mi, and  Fa.

Note, you can turn off the  Do note, and the original root note will not be performed.

  Settings

Settings for performing and manipulating notes.

  # Legato

This is a switch that defaults to off.

Affects the behaviour when performing a new note while another is still held.

When on, the current note will pitch bend to the new note over an amount of time. (See Sound Gadget > Glide.)

When off, the current note will end and the new note will start.

If Arppegiator is on, new notes will use the new root note.

  # Music Snap

This is a switch that defaults to off.

Shortcuts: When using the   DS4,  +  to make the timing coarser and  +  to make the timing finer.

When off, no snapping is applied.

When on, notes will snap to the set timing both in the Piano Roll view and when recording notes in Perform mode.

The timing settings allowed are: 1/64, 1/48, 1/32, 1/24, 1/16, 1/12, 1/8, 1/4, 1/2, 1.

Also two buttons appear in the menu:

  “Finer” makes the timing smaller.
  “Coarser” makes the timing larger.

While holding   using the Dualshock 4, the Music Snap setting appears as text beneath the imp.

# Pitch Bend

This is a button.

Unavailable: when using the Move controllers.

Sets the touchpad’s effect on the notes played. Note that the touchpad has no touch sensitivity around the top of the curve and so this area will not affect the note.

There are two options:

  “Bends” shifts the note up when stroking up on the touchpad, and down when stroking down—up to a semitone in either direction from the original note.
  “Semitones” shifts the note up by 1 semitone while pressing the touchpad on the top half, and down 1 semitone while pressing down on the bottom half.

  Grid Snap

(See Assembly Mode > Grid Snap.)

Note that while in Sound Mode, the shortcuts for adjusting the spacing of the grid are disabled, and instead used to adjust the Music Snap timing.

  Sound Gadgets

(See Assembly Mode > Gadgets > Sound.)

Context

  Start Performing

(See Sound Mode > Perform.)

Unavailable: when in performance mode.

  Stop Performing

This is a button.

Unavailable: when not in performance mode.

Shortcuts: When using any control scheme, shift + .

Exits performance mode.

  Reset

(See Assembly Mode > Rewind.)

Unavailable: when not in performance mode.

  Play Time

(See Assembly Mode > Play.)

Unavailable: when not in performance mode.

  Record

This is a button.

Unavailable: when not in performance mode.

Shortcuts: When using the   DS4,  +  (click the sticks down) (Mm).

While recording time will play and any notes performed in the performance window of a sound gadget in instrumnet mode will be recorded.

You can record more notes into the same clip. (Mm)

  # Test Mode

Allows you to play the game as normal while also seeing the gadgets and windows live. You can also adjust tweak menu settings as you play using the imp. (Tg)

Also includes performance analysis tools with tips on improvements.

  Show/Hide

(See Assembly Mode > Show/Hide.)

  Unlock Camera

This is a switch that defaults to off.

When off, the view will be locked to the normal in-game camera view would be, including the default camera that orbits possessable controller sensors.

When on, allows free-roaming even while testing. (Tg)

  Heatmaps

A number of visualisers that can be used to better understand the performance impact of the scene.

Note that exactly one of the items are active at a given time.

  Heatmaps Off

This is a switch that defaults to on.

When on, normal viewing is used.

  Overdraw

This is a switch that defaults to off.

When on, everything is shown as dark blue. Flecks are shown as more red, purple and then yellow as they are drawn on top of other flecks. (Tg)

This is inefficient, as the same pixels have to be drawn over again and again. So if a certain view makes a lot of flecks drawn for the same spot on the screen, that can take more time to render and so cause performance and frame rate to suffer.

One way of resolving a problem like this is to create sculpts that obscure some of these flecks. As sculpts can only be opaque, the engine will ignore objects and flecks that are entirely obscured by a sculpt. So those ignored objects won’t cost any rendering time at all.

  Spotlights

This is a switch that defaults to off.

When on, everything is shown as dark blue.

Surfaces on flecks and sculpts that are lit by a spotlight are shown in other colours. The colour goes through purple, red, and yellow as the surface is overlapped by more spotlights. The brightness of the colour is affected by how bright the spotlight is, as normal. (Tg)

Spotlights are more costly to render, as they have a shape to them, can cast shadows, and can affect how the light is absorbed through waxy objects. When an object’s surface is rendered it has to take into account each spotlight affecting that surface. The more spotlights that overlap the same spot, the more time is taken to render that part of the surface. Also the resulting look of the surface may not be that different from using one or two spotlights or even a diffuse light in an area.

  # Physics

This is a switch that defaults to off.

When on, everything is shown as a middle grey.

Non-movable non-collidable objects are shown as black.

Non-movable collidable sculpts are shown as white.

Movable non-collidable sculpts are shown as black.

Movable collidable sculpts are shown as dark blue. Their physics spheres, used for simulating collisions, are shown. These sculpts are coloured more yellow and red, the more physics spheres are used for that sculpt. (See Sculpt Tweak Menu > Physics Cost.) (Tg)

While playing time, when a movable and collidable object comes to rest it goes into a “sleep” mode, using less performance. In this view it is shown in green. When some object it can collide with moves close to it, it wakes again, checking for collisions and using more performance.

This colour coding can be useful in figuring out what is causing a puppet to be shoved around seemingly with no cause. (Tg)

Analysis

This is a button.

Play the scene as you would in normal play—without seeing gadgets etc. On the screen are realtime percentage cost readouts and warnings for graphics and gameplay performance. (Tg)

Press   to come out of that mode, and see the Analysis Overview.

This includes a graph of the graphics and gameplay performance costs. Use   and drag on the graph to scrub through a video capture of the playthrough. The editing view will adjust to the same view as the video for easy debugging. (Tg)

Below the graph may be horizontal red lines during portions of the playthrough where warnings appeared. If multiple warnings appeared during the same time, the lines will stack so each warning duration can still be seen. (Tg)

While the graph is at a point with one or more warning, the warning, explanations, and tips are displayed below the graph.

The graph has a “snail” line across it, indicating when graphics rendering or gamplay/logic processing will start to slow down if the performance costs exceed that amount.

Press   to close the Analysis Overview.

  Rewind

(See Assembly Mode > Rewind.)

  Play

(See Assembly Mode > Play.)

  # Update Mode

Shows a number on the button indicating how many external elements have later versions than those used in the creation being edited. (Tg)

Click on the button to see a list of all imported elements, with an indicator for their publish status.

At the bottom-left of the screen is a   “Replace local changes” switch, which is on by default. This affects the “Update Now” button behaviour as explained below.

Each element has three buttons below:

“Select All” will select all instances of the creation within the creation being edited.
“Update Now” will update all instances of the creation or objects that came from the creation. (Tg)
“Auto-Update” is a switch that’s off by default. When going into a creation’s edit mode, any imported creations with this on will be checked for a later version. If a later version exists, all objects within the creation being edited will be updated to that latest version as normal, and a notification will appear showing which creations were auto-updated. (Tg)

Below the icons is the date of the version used in the creation being edited and the corresponding version notes.

  # Photo Mode

An overlay is shown over the image that will be captured. Use   and   to cycle through the overlays:

Use   to toggle the electronics of the scene on and off. This is off by default.

Use   to toggle the photo mode interface and prompts.

  # Gadgets

Contents:

  # Action Recorder Gadget

Action recorders are like many keyframes, with associated times—recording state changes over time and transitioning between states automatically. (Mm)

So while you could have 10 keyframes activated in sequence to move and rotate an object at a certain speed, you could instead use an action recorder to record you moving and rotating that object instead.

When the gadget is selected or its tweak menu is open, anything affected by the recording will display hatch marks over them. (Jj) Press   on those elements to remove the recorded state from the gadget for that element.

When recording a change in position for an object, a line will be drawn reflecting the movement recorded. Hovering over an object for which a change in position has been recorded will display the path that the recording follows, as well as a white sphere at the beginning and end positions.

Note that any movements are relative to the object’s starting orientation; this means if you flip the object after recording it moving around, the object will move around in a different direction.

Placing a new action recorder will start recording with it. Otherwise, scope in using shift +   to start recording, or use the Start Recording context button. As soon as you begin changing anything in the scene, recording will begin. (Jj) Stop changing things in the scene and the recording will stop until you start changing things again, which will resume recording from the same point. A recorded bar is shown at the top of the screen, the red area representing the time recorded. The bar’s scale will change as time goes on, to fit the time recorded in the same space. (Jj)

If time is running, the recording will begin from the moment you enter recording mode. If time has been paused midway through the gadget’s playback, the changes will be added to the recording from that point onward. Time and playback will also resume when you begin changing things. (Jj) Also, when you stop changing things, the recording will continue but record no state changes until you change things again. These pauses will be shown in the recorded bar as gaps in the red.

If the gadget already has state changes recorded and you activate record mode, you can record more changes to happen in sync with the existing recording. These new changes will be added to the recording. The recorded bar’s current time will show the moment you are adding to the recording. (Jj)

While the recorder is powered and time is running, the recorded states will be applied relative to the starting position of the settings. The face of the gadget will display a vertical bar indicating how far through the recording the gadget currently is. (Jj) When paused, any changes held by the recorder will be undone until time resumes playing.

While recording, press shift +  or click the Stop Recording context button.

Scope in to this gadget: record into the action recorder.

The amount of power received by this gadget affects its behaviour: The amount of power received multiplies the playback Amplification.

While on a timeline: Has fade-in and fade-out handles.

Placing an action recorder on a timeline will replay the recorded state in sync with the timeline. (Mm)

Dragging the right edge holding shift will adjust the playback speed to maintain the gadget’s new width on the timeline.

Tweak Menu

# Playback Mode

This is a Selector setting.

Playback mode affects how the recording is played back. (Jj)

When looping, the original settings will be restored at the beginning of each playback.

This selector has 4 options:

 Once: When power goes from non-positive to positive, the clip will play from the beginning to the end—regardless of whether it becomes unpowered or not.

 Sustain: (default) While powered, the clip will play through from wherever it got to before. When it becomes unpowered, it will pause at that point and stop any playing notes.

 Loop: While powered, the clip will play through from wherever it got to before. When it gets to the end, it will resume playing from the start. When it becomes unpowered, it will pause at that point and stop any playing notes.

Ping-Pong: Similar to Loop but when it gets to the end, it will play in reverse to the beginning. Then when it gets to the beginning it will play forwards to the end.

  Animation Speed

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 10000%, in increments of 1%.

Dictates how fast the recording will be played back, relative to the original speed. (Jj)

  # Amplification

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 200%, in increments of 1%.

Modulates the size of the recorded changes—whether that’s size, position, rotation, or setting values. (Jj)

  Springiness

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the changed values will overshoot their intended position at the end of playback. Higher springiness means the values will overshoot more, and will take longer to bounce around and settle on the final position. Affects position and rotation only. (Jj)

  Reverse

This is a Switch that defaults to off.

When on, reverses the animation when playing back. So it will effectively start playing from the end toward the beginning.

  Travel

This is a Switch that defaults to off.

Unavailable: when not in “Loop” mode.

When on, instead of revert back to the original settings at the start of each loop, the last position of the settings will be used as the origin point for the next playback.

  Keep Changes

This is a Switch that defaults to off.

When on, will leave all affected settings in the current recorded position. When off, all settings will revert to their original values. (Jj)

  On End Trigger

This is a Trigger Input.

Sends a pulse when playback has ended. (Jj)

  # Advanced Mover Gadget

Changes the position of an object over time. (Jj) Provides finer control compared to the Mover gadget. (Tg)

  Properties

  X Speed,   Y Speed,   Z Speed

This is a Slider setting that defaults to 5 meters per second with a minimum of -1000 meters per second and a maximum of 1000 meters per second.

The target speed of the affected objects on the X, Y, and Z axes.

When using the modulate blending mode, change the speed of an axis from positive to negative or visa versa to invert that axis. (Tg)

  Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How forcefully the mover overrides physical forces that are acting on the affected objects, such as gravity and friction.

  Damp in X,   Damp in Y,   Damp in Z

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How quickly the object slows down to the target speed. (Jj)

  Local Space

This is a Switch that defaults to off.

When on, the X, Y, and Z axes will be relative to the rotation of the gadget. When off, the axes will be absolute to the scene’s grid.

  Miscellaneous Outputs

  Affected Objects

This is an Object Output setting.

This is an output that only connects to objects. Surface-snapping the gadget to an object automatically attaches a wire from this to the object.

  # Advanced Rotator Gadget

Rotates an object around its centre of mass independently for the three axes.

Note, by using a connector the joint will set the pivot point around which the rotator will rotate the object.

This gadget has a gizmo: The rotational axes. Shows circles with rotating lines indicating the speed of the current rotation settings.

  Properties

  X Axis Speed,   Y Axis Speed,   Z Axis Speed

This is a Slider setting that defaults to 180 degrees per second.

The target rotational speed for a given axis.

  Rotation Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The amount of force that can be applied to bring an affected object’s rotation to the target rotational speeds.

  Damp in X,   Damp in Y,   Damp in Z

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to slow the rotation of an affected object to the target rotational speeds.

  Local Space

This is a Switch that defaults to off.

When on, allows the gizmo to be rotated using a handle at the end of the X axis and Y axis stalks—setting the orientation of the axes to be used for rotations. The orientation of the gizmo will also be adjusted when the gadget is rotated.

When off, the gadget will use the scene’s default grid orientation.

  Miscellaneous Outputs

  Affected Object(s)

This is an Object Output setting.

This gadget will affect all objects linked to this output.

  # Angle Sensor Gadget

Detects the angle the gadget’s location marker is currently at in relation to a target angle range.

This gadget has a gizmo: Has a location marker with added features. There is a line from the marker with a sphere at the end showing the aim of the angle sensor. It can be dragged and moved about. This represents the sensor’s centre point. (Jj)

A cone visualises the target range and target falloff surrounding the centre point.

There is also an adjustable arrow pointing at the centre of the target angle range, representing the object’s angle.

  Important Properties & I/O (Input & Output)

  Angle Range to Detect

This is a Slider setting that defaults to 0 degrees with a minimum of 0 degrees and a maximum of 360 degrees, in increments of 1 degrees.

The angle of the core angle range to detect. (Jj)

  Angle Range Falloff

This is a Slider setting that defaults to 0 degrees with a minimum of 0 degrees and a maximum of 360 degrees, in increments of 1 degrees.

An angle measured from the edge of the core range. (Jj)

If the combined angles of the core and falloff exceed 360 degrees, the angle of the sensed object will not be able to get to 0—as the falloff’s edge cannot be reached.

  Angle Range Met

This is an Output, sending a  Signal wire.

While the aim is within the core angle range, outputs an “on” signal.

While the aim is within the falloff, a signal will be sent based on how far through the aim is from the edge of the falloff to the core. (Jj)

While more than one object is used to sense from, the highest output will be sent.

  Relative to Object

This is an Object Link setting.

The centre point will automatically adjust so that it maintains its orientation relative to the linked object. So if the linked object rotates, so does the target’s centre point.

  Miscellaneous

  Sense Angle

This is an Object Input setting.

The objects whose angle will be sensed.

  Orientation

This is an Output, sending a  Rotation wire.

Sends the orientation of the object.

  # AND Gate Gadget

Only sends an “on” signal when all inputs are “on.” (Jj) More specifically, outputs the signal closest to 0 that it receives. (Mm)

For example, you want to activate a keyframe when the puppet is in a trigger zone and the player is holding  . Place an AND Gate, and wire up the trigger zone’s “detected” output to an AND input, and wire up the controller sensor’s   output to an AND input. Then wire up the AND output to the keyframe’s power. Now, when the puppet is in the trigger zone and   is being held, the keyframe will be powered.

Another way of getting a similar result would be to power a gadget using a signal from another gadget, and using the newly powered gadget’s signal to power whatever other logic. So the final logic will only be powered when the first and second gadgets are powered. (Tg)

For the same example above, the   “on” signal would power the trigger zone, and the trigger zone’s output would power the keyframe. So the keyframe can only power on when the puppet is detected in the trigger zone. But the trigger zone can only detect the puppet when the player is holding  .

Tweak Menu

  Number of Ports

This is a Slider setting that defaults to 2 with a minimum of 2 and a maximum of 10, in increments of 1.

The number of used ports. (Ao)

Inputs

This is a Many Inputs setting.

Many inputs used to find the lowest value. If all input values are 1, for example, then the lowest input will be 1.

  Result

This is an Output.

Normally used to output 1 when all inputs send 1. Outputs the lowest value signal received.

  # Auto Guide Gadget

Indicates to the Guides system how an object is to be placed, applying certain guide options while moving the object and “obey auto guides” is switched on. The point used for these guides is the object’s grab point. (Pk) (See Assembly Mode > Obey Auto Guides.)

As the only way to set a grab point for an object is for it to be an “Element” type, for the auto-guide to work fully and correctly, the object should be a separate Element-type creation that has been imported. (See Creation Types > Element.)

Tweak Menu

  Grid Snap

This is a Switch that defaults to off.

When on, the object will use its own grid while being moved.

If the grid is already on, the auto-guide’s grid will be previewed when hovering over the attached object.

If any auto-guides within the element have this turned on, grid snap will be on when obeying auto-guides.

  Grid Size

This is a Slider setting that defaults to 1 with a minimum of 1/32 and a maximum of 32.

Unavailable: when “Grid” is not on.

The scale of grid that will be used while moving the object.

When multiple auto-guides exist within the element, the size will default to the grid settings of the edit mode.

Surface Snap

This is a Selector setting.

Dictating how the object should be placed relative to surfaces. (Pk)

If there are multiple auto-guides within the element, a priority order is used. The setting that is highest in the following list that is selected in any auto-guides within the element will be respected: Snap Orientation, On, Off.

This selector has 3 options:

 Off: (default) No surface snapping is active by default.

 On: The object will snap to surfaces.

 Snap Orientation: The object will also rotate such that it’s “upright” direction will point away from the surface’s orientation. Note that the object’s “up” is set by its grab point.

  Stay Upright

This is a Switch that defaults to off.

When on, the object will always stay upright. (Pk)

If any auto-guides within the object have this setting on, upright will be respected.

  Minimum Scale

This is a Slider setting with a minimum of 0 and a maximum of 1, in increments of 0.01.

The minimum scale allowed for the element. Enforced while obey audo-guides is on and the element is grabbed with   or  . (Pk)

When there are multiple auto-guides within the element, the settings of the auto-guide that was created last will take precendence.

  Maximum Scale

This is a Slider setting with a minimum of 1 and a maximum of 400, in increments of 1.

The maximum scale allowed for the element. Enforced while obey audo-guides is on and the element is grabbed with   or  . (Pk)

When there are multiple auto-guides within the element, the settings of the auto-guide that was created last will take precendence.

  # Camera Gadget

When turned on, the player’s view changes to the one set by the gadget. To time things out nicely, you can put the camera gadgets onto a timeline. (Tg)

At the start of the scene, the camera that was added to the scene first will become active. When a camera other than the currently active one becomes powered, it becomes the active camera and the view changes accordingly.

While there are no cameras active, the default camera is used instead. If there is a camera in the scene (not in a chip or timeline) and which does not have a wire powering it, then if a possessed object gets close to the edge of the view the default camera will override the camera gadget. (See Default Camera.)

This gadget has a gizmo: Has a location marker. When the gadget is selected or its tweak menu is open, a wireframe of the camera’s view (or “frustrum”) is displayed. This shows 4 lines along the 4 corners of the screen for that view, and a rectangle representing the focus depth for the camera. A white dot at the centre of the rectangle is a handle to more easily adjust the viewing angle and focus distance of the camera. (Tg)

Scope in to this gadget: go into the view of the camera, and activate certain shortcuts as detailed below. You can also move the view around the scene using normal camera controls. (Jj) (Tg)

When you scope out again, the new view settings will be kept by the camera. Also, the view will keep the same position and orientation. This means if you scope into a camera and out of it again, you can get a sense of what the view will be like, but you can also edit the scene from a similar view to the camera.

  Camera Settings

  Focus Distance

This is a Slider setting that defaults to 1.6 meters with a minimum of 0.02 meters and a maximum of 1000 meters, in increments of 0.01 meters.

Things at the focus distance away from the camera will be in focus. The further away something is in the scene from this focal distance, the less it is in focus. Though how blurry things can get when not in focus depends on the aperture size. (Jj)

Affects who far away from the gadget the wireframe rectangle is.

  Aperture Size

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The wider the aperture, the more blurry things become when not in focus. The narrower the aperture, the less blurry things become when not in focus. (Jj)

Transition Type

This is a Selector setting.

When this camera is made active, dictates how the player’s view transitions from what it was before to this camera and settings. (Jj) Note, this does not affect the transition from this camera to a different camera. (Jj)

This selector has 6 options:

 Smooth: (default) (Ease In-Out) starts slow, speeds up in the middle, and ends slow. (Jj)

 Cut: changes to the new view instantly. (Jj)

 Ease In: starts slow and speeds up.

 Ease Out: starts fast and ends slow.

 Linear: changes at a constant rate.

 Crazy: changes further away from this camera before moving towards it.

  Transition Time

This is a Slider setting that defaults to 1.5 seconds with a minimum of 0 seconds and a maximum of 10000 seconds, in increments of 0.1 seconds.

Unavailable: when in “Cut” mode.

How long it takes for the player’s camera to change to this camera after it’s made active. Note, this does not affect the transition from this camera to a different camera. (Jj)

  FOV Angle (Field of View)

This is a Slider setting that defaults to 62 degrees with a minimum of 10 degrees and a maximum of 120 degrees, in increments of 1 degrees.

Shortcuts: When scoped in and using the   DS4,   to narrow angle and   to widen angle. While scoped in, the FOV slider is hidden and replaced by the DS4 shortcut.

The angle from the camera in which you can see the scene. So a narrower angle will zoom in and you’ll see less stuff. And a wider angle will zoom out and you’ll see more stuff. (Jj) (Tg)

Affects the angle of the wireframe lines for the edge of the screen.

  Camera Active

This is a Trigger Input.

Sends a pulse when the player’s view at this camera.

  Black Bars

This is a Switch that defaults to off.

When on, displays black bars like some films. Useful for cut-scenes.

  Imp & Player Settings

  Imp Scale

This is a Slider setting that defaults to 100% with a minimum of 20% and a maximum of 1000%, in increments of 1%.

Unavailable: if imps are hidden.

The size of the imp relative to its normal size.

  Minimum Imp Distance,   Maximum Imp Distance

This is a Slider setting.

Unavailable: if imps are hidden.

The range of distance from the camera the imp can be within the scene. Within that range, the imp will slip over sculpt surfaces within the scene, and outside that range, it move over an invisible wall at the maximum distance.

When changing min to greater than max, max will change to the min value. When changing max to less than min, min will change to the max value.

  Follow Imp

This is a Slider setting that defaults to 0 degrees with a minimum of 0 degrees and a maximum of 30 degrees, in increments of 1 degrees.

Unavailable: if imps are hidden.

An angle the camera may move to follow the imp when the imp nears the edge of the camera’s view. (Jj)

  Disable Controller

This is a Switch that defaults to off.

When on, no controller input will be processed by the scene. (Jj)

  Hide Imps

This is a Switch that defaults to off.

When on, no imps will be visible or interact with the scene. (Jj)

  # Camera Pointer Gadget

When turned on, and there is a possessable controller sensor the default camera is focussed on, the view will change orientation to match the orientation of the gadget. This transition is not instant. (Tg)

The angle used is relative to the rotation of the gadget itself. (Tg)

When multiple pointers are active at once, they will affect the view depending on how close the target controller sensor is to that pointer.

This gadget has a gizmo: A white dot showing the position of the pointer. Can be moved or rotated to affect the angle settings of the gadget. Normally resets along the arrow on the gadget’s face.

Also has a blue stalk and circle, that can be moved to adjust the “yaw” setting. While moving this part, a transparent circle appears indicating its allowed rotational movement.

A green stalk with a sphere can be moved to adjust the “tilt” setting. While moving it, the same flat circle will display as well as the arc of a circle representing the angle of the tilt.

Scope in to this gadget: view from the enforced angle and move the gadget’s position and angle using the normal camera controls.

Tweak Menu

  Sticky

This is a Switch that defaults to off.

The default camera will stick to the pointer’s position as well as its angle.

When this becomes turned on or off during play, the view teleports to the target spot on the X and Z axes, and eases in to the correct height on the Y axis over 1 second.

  Zoom Multiplier

This is a Slider setting that defaults to 1 with a minimum of 0 and a maximum of 1000, in increments of 0.1.

How far away from the puppet the view will be while this pointer is active.

  Tilt

This is a Slider with Output setting.

Rotation around the local X axis of the pointer.

When looking perpendicular to the floor plane, positive looks “down” and negative looks “up.”

  Yaw

This is a Slider with Output setting.

Rotation around the Y axis.

  Activation Output

This is an Output, sending a  Signal wire.

Sends a signal representing how much this gadget is affecting the view, verses other camera pointers.

  # Camera Shaker Gadget

When turned on, moves the active camera left, right, up, and down over time, as if being shaken.

The amount of power received by this gadget affects its behaviour: The received power multiplies the Shake Strength.

While on a timeline: Has fade-in and fade-out handles.

Tweak Menu

  Shake Strength

This is a Slider setting that defaults to 20% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How far to push the camera’s view.

  Shake Speed

This is a Slider setting that defaults to 20% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How quickly the view changes over time.

  Preview

This is an Editor Mode Button.

Demonstrates the current shake settings for 2 seconds.

  # Calculator Gadget

Mathematically combines two values based on the current settings, and gives the result as an output.

Fat wires will have all values affected using the corresponding values from both operands. (Tg) For example, adding (1, 2) to (3, 4) will add 1 to 3, and 2 to 4, giving the fat wire (4, 6).

Tweak Menu

  Operand A

This is a Slider setting that defaults to 0, in increments of 0.01.

The first value/operand.

Calculation

This is a Selector setting.

The type of operation to perform using the values. (Jj)

This selector has 15 options:

 Add: (default) A + B. By wiring the calculator’s result into itself, you can store a particular value indefinitely. (Tg)

 Subtract: A - B

 Multiply: A × B

 Divide: A ÷ B

 Greater Than: results in 1 if A is greater than B, or 0 if A is not greater than B.

 Equal: results in 1 if A is the same value as B, or 0 if A is not the same value as B.

 Less Than: results in 1 if A is less than B, or 0 if A is not less than B.

 Remainder: (modulo) divides A into B as many whole times as possible, then outputs what’s left. For example, 7 ÷ 2. 7 can be divided into 3 groups of two, leaving 1 left over than cannot fill another group of 2 completely. So 1 is the remainder.

Useful for finding how many times a number can go into another number. For example, if you want to find how many tens are in 112, first find the remainder (2), then subtract that from the original number (112 - 2 = 110). This new number will be perfectly divisible by 10. So divide that by 10 (110 ÷ 10 = 11). So there are 11 tens in 112.

 Minimum: Results in the lower of the two values.

 Maximum: Results in the higher of the two values.

 Power: Raises A to the power B.

 Round Down: (floor) Results in A rounded down to the nearest integer.

 Round: Will round down A if its decimal part is 0.5 or lower, or rounded up if its decimal part is higher than 0.5.

 Round Up: (ceiling) Results in A rounded up to the nearest integer.

 Absolute: Results in the magnitude of A. This means if A is less than 0, the result will be more than 0 by the same amount.

For example, if A is -3, the result will be 3. If A is 5, the result will be 5.

  Operand B

This is a Slider setting that defaults to 0, in increments of 0.01.

Unavailable: when in “round down,” “round,” “round up,” or “absolute” modes.

The second value/operand.

  Result

This is an Output.

Outputs the result of the calculation.

  # Combiner Gadget

A combiner combines multiple values into a single signal, outputting a fat wire.

Tweak Menu

  Type

(See Wire Types.)

Chooses the wire type to combine values into.

Dictates the number of input ports active, their types (for showing the correct icon, tooltip, and sometimes wire colour), and the outputted fat wire’s type. (Jj)

  # Controller Sensor Gadget

Used to get signals from dualshock 4 controllers. Works for some things with a move controller, but not all.

By default, when a new sensor is placed in the scene a wire is connected from “Is Dead” to “Respawn,” and from “Circle Button” to “De-possess.”

Has a built-in camera that is moved with the right stick and adheres to the “invert camera” setting within Dreams. (Tg) (Mm)

# Object Ownership

When an object is possessed through a controller sensor, it and any object contained within it (eg. within a group or surface-snapped to it) is “owned” by it.

This can also be set on sculpt and group objects by wire.

  Controller I/O Page 1

  L2 Button,   R2 Button

This is an Signal Input and Output, using  Player Info wires.

Sends the amount the trigger is being pulled: 0 for not at all, 1 for when it is pulled all the way.

  L1 Button,   R1 Button,   Triangle Button,   Square Button,   Circle Button,   Cross Button

This is an Signal Input and Output, using  Player Info wires.

These are on/off buttons with input and output, corresponding to the named buttons on the controller.

  Controller I/O Page 2

  Left Stick,   Right Stick

This is an Output, sending a  Left/Right Stick wire.

Gives a fat wire.

The X and Y values given sent are relative to the current view, such as through a camera, such that pushing “up” is always pointing away from the current view in scene-space and “left” is always pointing to the left of the current view in scene-space. (Tg)

  Directional Buttons

This is an Output, sending a 2 Numbers wire.

The X and Y (or A and B) values given sent are relative to the current view, such as through a camera, such that pushing “up” is always pointing away from the current view in scene-space and “left” is always pointing to the left of the current view in scene-space. (Tg)

  Motion Sensor

This is an Output, sending a 3 Numbers wire.

Gives a fat wire with 3 values corresponding to the controller’s tilt relative to the current view.

  Touchpad Button,   L3 Button,   R3 Button

This is an Output, sending a  Player Info wire.

Sends a signal while corresponding button is held down.

  Controller I/O Page 3

  Left Stick Local,   Right Stick Local

This is an Output, sending a  Left/Right Stick wire.

The X and Y values are taken directly from the sticks themselves, and are not relative to the current view. (Tg)

  Up Button,   Down Button,   Left Button,   Right Button

This is a Slider setting.

Sends 1 (“on”) while the corresponding button is held.

  Enter,   Back

This is a Slider setting.

Sends 1 (“on”) while the corresponding customary button for such a function is held.

For example, in Japan   is to enter and   is to go back, where as in most other places   is to enter and   is to go back.

Camera Properties

The controller sensor has a camera built in and ready to use. It focuses on and revolves around the controller sensor gadget itself.

  Camera Height

This is a Slider setting.

The height relative to the controller sensor that the camera focusses on, multiplied by the current camera distance. (Tg)

  Camera Distance

This is a Slider setting.

The desired camera distance from the controller sensor. (Tg) If the camera would go inside an object that is visible, it will move closer to the focal point to avoid this. (Tg)

  Camera Tilt

This is a Slider setting.

The tilt around the camera’s X axis (looking up/down) relative to the focal point. So when the value is high, it looks down on the sensor. When the value is a low negative, it looks up towards the sensor. Values go from -57 degrees to 57 degrees.

When the value is 0, the target angle is parallel to the “ground” or    plane. (Tg)

By default, this angle can be adjusted while playing using the right stick. As the controller sensor moves though, the camera will try to match the desired angle.

  Field of View

This is a Slider setting.

What angle of the view is seen on the screen. High values let you see more of the outer edge of the view as if zooming out. Low values cut out more of the outside edge of the view as if zooming in.

To get an orthographic view for an isometric game for example, use a camera that is very far away with a very low FOV. This will limit the effect perspective has as the camera moves.

  Aperture

This is a Slider setting.

Other objects in the scene will be different depths from the camera from any given view. The difference in depth from the camera is used to calculate how blurry they should be. The strength of this blurriness is defined by the aperture. A high aperture means more blur effect.

  Platforming Shadow

This is a Slider setting.

Only takes effect when the sensor is surface-snapped to an object.

This darkens all objects to black directly below any visible part of the object the controller is attached to, regardless of a sculpt’s “cast shadows” option. This setting specifies the strength of this effect.

  Important Properties & I/O (Input and Output)

# Possession Mode

This is a Selector setting.

Dictates how the player can interact with the controller sensor or the attached object.

This selector has 4 options:

 None: The player may not possess the linked object. The default camera will ignore this sensor. This is useful for when you have recorded a possession that has effects other than positioning. Deleting the sensor will still allow the recorded positions to work, but any other controller inputs will not. In this mode, the recorded outputs will still fire as normal.

 Possessable: The player may possess the linked object.

 Follow Imp: The player may possess the linked object.makes the attached object possessable, but it will also follow the imp’s position and orientation on-screen.

 Remote Control: Outputs controller signals even though the linked object is not being possessed. Useful for things like menus where there is no object to possess.

  Player 1,   Player 2,   Player 3,   Player 4

This is a Slider setting.

These are settable switches.

When on, a switch allows the corresponding player to interact with the controller sensor.

‘Follow Imp’ Behaviour

This is a Selector setting.

When using the “follow imp” setting, dictates how the attached object orients itself relative to the imp.

This selector has 2 options:

 Maintain Orientation: Object will not reorient when possessed to face the camera upright.

 Imp Faces Camera: Object will reorient when possessed to face the camera.

  Allow Imp During Possession

This is a Switch that defaults to off.

When on, the imp will not move to the gizmo, but will move independently of it. Note that even when this setting is on, if the imp is hidden by global settings or the current camera’s settings, the imp will be invisible.

When off, when a controller sensor is possessed, the imp zooms into its gizmo location, makes a “zip” sound and causes whatever object it has possessed to glow moentarily.

  Force Possession

This is a Switch that defaults to off.

When on, the imp will immediately possess the controller sensor when it becomes powered and the player is not yet possessing a controller sensor.

Possession Visual

This is a Selector setting.

How the imp will be displayed once the attached object is possessed.

This selector has 4 options:

 Hidden: Imp will be hidden while the controller sensor is possessed.

 Eyes Only: Imp’s face (eyes and mouth) will be shown while the controller sensor is possessed.

 Visible (body on target): will show the entire imp with its body at the gizmo’s centre.

 Visible (tip on target): will show the entire imp with its tip at the gizmo’s centre.

  Imp Docking Tag

This is an Input, accepting a  Transform wire.

When a Tag gadget's Scene Space Transform output is wired directly into this, the imp will appear at that transform (including position, rotation, and scale). Tag’s white gizmo will also change into a preview of the imp when possessed.

Note that trying to wire anything apart from a tag’s Scene Space Transform output into this will not be allowed.

  Disable Controls

This is an Input.

When sent an “on” signal, the controller sensor will send no outputs from the player that has possessed it.

Miscellaneous I/O (Inputs & Outputs)

  Possessed

This is an Output, sending a  Player Info wire.

Sends a signal when the controller sensor is currently possessed.

  Player Ownership

This is an Output, sending a  Player Info wire.

Sends a “player info” fat wire regarding who is currently possessing this controller sensor.

  Microphone

This is an Output.

Sends the current volume (envelope) being picked up by the possessing player’s microphone.

  Respawn

This is a Trigger Input.

When triggered, the possessed object is destroyed and recreated in a set position and orientation. This position will be the last activated checkpoint if there is one. If there is no such checkpoint active, the original position the object started will be used instead. (Tg)

  Die

This is a Trigger Input.

When triggered, the controller sensor permanently stops sending output.

If there is another possessable controller sensor within the scene (such as in a puppet), the camera will move towards it. (Tg)

  Is Dead

This is an Output, sending a  Boolean wire.

Sends “on” while the controller sensor is in the “dead” state. (Tg)

  Offscreen Indicator

This is a Switch that defaults to off.

When on and multiple players are possessing controller sensors, an indicator is shown at the edge of the screen when this controller sensor’s object is off-screen and the built-in camera is at minimum zoom and cannot let all player-possessed puppets stay on-screen at once. This indicator will flash if the “stay onscreen” setting is turned on (see below).

  # Stay Onscreen

This is a Switch that defaults to off.

When on and the controller sensor is offscreen (see offscreen indicator to see how this is defined), a countdown will be started as set in the global settings gadget. When the countdown is up, that controller sensor will “die.”

  Offscreen Death

This is an Output, sending a  Boolean wire.

Sends a signal when the controller sensor dies as a result of being offscreen for too long (See Controller Sensor Gadget > Stay Onscreen.).

  # Counter Gadget

Stores an integer value, allowing other signals to change that stored value. (Jj) Displays a progress bar representing how far the current value is from 0 and how near to the target value it is. (Jj)

Useful for setting something to be permanently “on” with a pulse to “count up” or “off” with a pulse to “reset.”

Tweak Menu

  Target Value

This is a Slider setting that defaults to 1 with a minimum of 1, in increments of 1.

The target integer value.

  Current Count

This is a Slider setting that defaults to 0 with a minimum of 0, in increments of 1.

The current integer value of the counter. Cannot go below 0, or above the target value.

  Counter Full

This is an Output, sending a  Boolean wire.

Outputs “on” while the current value is equal to the target. (Jj) (Tg)

  Count Progress

This is an Output, sending a  Signal wire.

Outputs a value between 0 and 1 based on how far through the current value is from 0 to the target. (Jj) current÷target

  Count Up

This is a Trigger Input.

When a signal begins and the current value is lower than the target, increments the current value.

  Count Down

This is a Trigger Input.

When a signal begins and the current value is higher than 0, decrements the current value.

  Reset

This is a Trigger Input.

When a signal begins, sets the current value to 0. (Tg)

  # Checkpoint Gadget

By default, when a checkpoint detects a possessed controller sensor linked to an object that is or contains a visible sculpt, it will become active and any already-active checkpoint will become inactive.

When respawning, if there is an active checkpoint the player will be spawned at that checkpoint.

This gadget has a gizmo: The point at which a player will respawn, as well as an arrow pointing the horizontal direction the player will be spawned looking at. Also has a zone gizmo centred around the respawn position.

  Properties & I/O (Input & Output)

  Activate Me

This is a Trigger Input.

When sent a non-zero signal, the checkpoint becomes the active one.

  Currently Active

This is an Output, sending a  Boolean wire.

Sends an “on” signal while the checkpoint is active.

  Just Spawned

This is a Trigger Input.

Sends an “on” pulse on the frame when something spawns at the checkpoint.

  Zone Size

Settings works similarly to a trigger zone shape, without falloff. (See Trigger Zone > Zone Size.)

When a possessed controller sensor enters the zone, the checkpoint will activate.

  # Destroyer Gadget

Removes affected objects from the scene when powered. (Jj)

Tweak Menu

  Affected Object(s)

This is an Object Output setting.

All objects wired to this output will be destroyed by this destroyer when powered.

  Object Destroyed

This is a Trigger Input.

Sends a pulse when the affected objects have been destroyed.

  Destroy Connected Objects

This is a Switch that defaults to off.

When on, any objects linked to the affected object via connectors will also be destroyed. In turn, objects connected to those objects will be destroyed, recursively.

  # Dialogue Text Displayer Gadget

Displays text, along with button options. Allows the player to more easily create branching conversations.

Note, there is no way of hiding dialogue text after it has been shown, other than the player using the close button. Even powering off the gadget will not hide the dialogue.

  Text Properties

(See Text Displayer > Text Properties.)

  Text Box Properties

(See Text Displayer > Text Box Properties.)

  Border Properties

(See Text Displayer > Text Border Properties.)

  Alignment

(See Text Displayer > Alignment.)

  Settings

(See Text Displayer > Settings.)

  Prompts to Skip/Close

Prompt to Skip

This is a Selector setting.

While not all the text is shown, this setting dictates which button can be used to skip the animation of this text.

This selector has 9 options:

 None: (default) This dialogue cannot be skipped by default.

 Circle: The player can use the   button to skip the dialogue.

 Cross: The player can use the   button to skip the dialogue.

 Square: The player can use the   button to skip the dialogue.

 Triangle: The player can use the   button to skip the dialogue.

 Up: The player can press   on the dpad to skip the dialogue.

 Left: The player can press   on the dpad to skip the dialogue.

 Right: The player can press   on the dpad to skip the dialogue.

 Down: The player can press   on the dpad to skip the dialogue.

# Prompt to Close

This is a Selector setting.

Once the text is fully shown, this dialogue can be closed. This setting dictates which button lets the player close the dialogue.

Note it will take a moment to actually hide the dialogue after the button has been pressed.

This selector has 9 options:

 None: (default) This dialogue is not closeable by default.

 Circle: The player can use the   button to close the dialogue.

 Cross: The player can use the   button to close the dialogue.

 Square: The player can use the   button to close the dialogue.

 Triangle: The player can use the   button to close the dialogue.

 Up: The player can press   on the dpad to close the dialogue.

 Left: The player can press   on the dpad to close the dialogue.

 Right: The player can press   on the dpad to close the dialogue.

 Down: The player can press   on the dpad to close the dialogue.

  Show Prompt in Text

This is a Switch that defaults to off.

When on, displays prompts next to the dialogue for skipping or closing when those controls are applicable.

  Dialogue Properties

  Imp Text Prompts

This is a Switch that defaults to off.

When on, the imp can be used to select a prompt.

  Circle Prompt,   Cross Prompt,   Square Prompt,   Triangle Prompt,   Up prompt,   Down prompt,   Left Prompt,   Right Prompt

This is a Switch with Text setting.

Options the player can choose from.

  # Inputs & Outputs

  Start Text

This is an Input.

If this is wired into, the gadget will not show anything on the screen.

While a positive signal is received, the gadget will start rendering and animating the text where necessary.

Text Finished

This is a Trigger Input.

Sends a pulse when the player uses the Close button. Often wired into the next dialogue gadget’s “Start Text” input to continue the conversation.

  Text Active

This is an Output, sending a  Boolean wire.

Text is considered “active” while the gadget is powered and either no wire is plugged into “Start Text” or that wire is sending a positive signal.

Sends a 1 while active.

  Text Animation Finished

This is an Output, sending a  Boolean wire.

Sends a signal while the text is active and the animation is complete.

  Text Animating

This is an Output, sending a  Boolean wire.

Sends a signal while the text is active and the animation is not yet complete.

  Text Animation Progress

This is an Signal Input and Output, using  Signal wires.

Sends a percentage for how far through the animation the gadget currently is.

Can be set in the same way.

For example, sending 0.2 into this will show 20% of the characters.

  # Doorway Gadget

Used to exit the current scene, as well as link scenes together within a Dream. (Jj) (Tg)

Within a Dream, the doorway type icon will be used to indicate what kind of doorway it is. The name of a doorway gadget will also be used as a tooltip on doorway node when editing a Dream.

Note that the wipe of a doorway will be used to transition out of the current scene and transition into the next scene.

This gadget has a gizmo: Has a location marker with an arrow coming from it. This dictates where the player will spawn and the direction they will face. (See Doorway Gadget > Checkpoint Mode.)

  Properties & Output

Doorway Type

This is a Selector setting.

Dictates the kind of doorway this is for the scene, and how it can be used. (Jj)

This selector has 3 options:

 Entrance: This doorway can be used to enter the scene from elsewhere. Links can be made to an entrance within a Dream from an exit or two-way node.

 Exit: (default) This doorway can be used to go out of the scene to somewhere else. Links can be made from an exit within a Dream to an entrance or two-way node.

 Two Way: This doorway can be used to enter the scene or exit the scene. Links can be made to any other doorway node.

  Activated

This is a Trigger Input.

Sends a pulse when the doorway was used to enter the scene

  Wipe Effects

(See Gadgets > Wiper Gadget.)

  Checkpoints

  # Checkpoint Mode

This is a Switch that defaults to off.

Unavailable: when the doorway type is “exit.”

When on and this doorway was used to let the player enter the scene, the controller sensor the player was possessing in the previous scene will be checked for a name. If it had a name assigned to it, a controller sensor is found in the doorway’s scene that has the same name. If there is one, it is automatically possessed, and its linked object is teleported to the gizo’s location, facing in the direction the arrow indicates. (Jj) If there are more than one, the controller sensor created first will be used.

Note that this has no effect when entering from a different dream.

  Just Spawned

This is a Trigger Input.

Pulses “on” when a player spawns from this doorway. (Jj)

  # Emitter Gadget

Use the attached object button to connect the emitter to an object within the scene. That object will now disappear, and will be emitted by the gadget at the right time.

Useful for controlling thermometer use. Before any instances have been emitted, only one lot of gameplay/graphics/audio thermometer memory will be used. When an object is emitted, this can be added to. When an object is destroyed, this can be reduced. So if you use emitters and destroyers in smart ways, you can control how much memory is being used at a given time within the game. (Jj)

Note, however, that this is only effective and useful in certain circumstances. Generally, it’s useful for instances where you have a lot of instances of logic but don’t need all of it to be running at all times. But for graphics stuff such as having many sculpts in a scene this technique is not so useful. (Tg) (Tg)

If you’d like to see the emitted object, turn off (See Assembly Mode > Preview Invisibility.). (Mm) Then, if you’d like to edit it, you can scope into the object like it was a group and even take things in and out of the emitted object. (Tg)

Copying an emitter will use the same source object to emit, which means it will not increase thermometer cost for the source object to emit. This also means that if you edit the source emitted object the objects that the emitter copies will emit will also update. (Tg) (Tg)

Note that copying an emitter and the reference object will actually make a copy of that reference object, adding to the thermometer cost. So unless you want to be able to change that new copy separately from the original emitter reference, it’s generally best to copy the emitter only and have the emitted object stored safely somewhere in your scene. (Tg)

Once it’s attached to the emitter, you can move, rotate, and scale the emitted object without affecting how it will be emitted. (Mm)

Once an object is attached to the emitter to be the emitted object, it will be turned off and so become invisible. Turn off preview invisibility to see a ghost image of it. You can now scope in to that object, or take things in to the object, etc. and these changes will be reflected by what is emitted by the emitter. (Tg)

When an initial rotation is set, a white circle with moving radial lines will appear to indicate the initial rotation when an object is emitted. Attached to that is a line with a blob at the end. Drag the blob to adjust the axis around which the rotation occurs.

While the tweak menu is open, a preview of the emitted object will be shown at the position, scale, and rotation it will be emitted at. (Tg)

The emitter will use the centre point of the original object to emit from. You can however manipulate where this centre point is in relation to the object you want to emit. (Tg)

A good way of emitting animated effects is to place a destroyer in the timeline within the emitted object that will destroy the entire emitted object once the effect is no longer visible. (Tg)

This gadget has a gizmo: Has a location marker. It may be moved to dictate where the object will be emitted. When an object is first attached, the location marker moves to the object’s original position. It also displays an arrow, indicating a direction. The emitted object will move in that direction, depending on the settings. Red circles around each axis are shown around the attached object, indicating the overall size of the object to be emitted, as well as the centre point.

  Properties

  # Object to Emit

This is an Object Link setting.

This is a link. Click on it and then an object in the scene to attach the object to the gadget. Press   to unattach the attached object. (Jj)

The attached object will be hidden, and will be emitted by the gadget when required.

  # Speed

This is a Slider setting that defaults to 5 meters per second with a minimum of -1000 meters per second and a maximum of 1000 meters per second, in increments of 0.1 meters per second.

The initial speed of the object along the specified direction. (Jj) If this is not zero, the emitted object will have “movable” turned on. (See Sculpt Mode > Movable.)

  # Rotation

This is a Slider setting that defaults to 0 degrees per second with a minimum of 572957.7 degrees per second and a maximum of 572957.7 degrees per second, in increments of 0.1 degrees per second.

The initial rotation speed of the object. (Jj)

  # Ignore Parent Speed

This is a Switch that defaults to off.

When on, the initial speed will be used absolutely. When off, the initial speed will be added to the speed of the gadget. (Jj)

  # Time Between Emits

This is a Slider setting that defaults to 1 seconds with a minimum of 0 seconds and a maximum of 10000 seconds.

When in continuous mode, specifies how long to wait after emitting an object until the next object is emitted. (Jj)

When at 0 seconds, a new object will be emitted each logic frame (30 frames per second).

# Emit Mode

This is a Selector setting.

Dictates when objects are emitted while powered.

This selector has 2 options:

 Once: One object will be emitted the moment the emitter receives power. (Jj)

 Continuous: (default) Objects will as often as allowed by the emitter’s settings while receiving power.

  # Local Space

This is a Switch that defaults to off.

When on, the orientation of the objects and direction they are launched in are relative to the orientation of the gadget and so will rotate when the gadget rotates.

When off, the orientation is absolute to the scene and will not change.

  # Emitted Object Lifetime

This is a Slider setting that defaults to 0 seconds with a minimum of 0 seconds and a maximum of 10000 seconds, in increments of 0.1 seconds. At 0, will not destroy emitted objects based on lifetime.

Each object will be destroyed the specified duration after they are emitted. (Jj)

  # Max Emitted at Once

This is a Slider setting that defaults to 20 with a minimum of 0 and a maximum of 1000, in increments of 1. At 0, allows any number of emitted objects.

The maximum number of objects emitted by this gadget that can exist at once time.

While there are already the specified number of objects emitted from this gadget still existing within the scene, no more objects will be emitted unless Recycle Emitted Objects is on. (Jj)

  # Max Emitted

This is a Slider setting that defaults to 0 with a minimum of 0 and a maximum of 1000, in increments of 1. At 0, can emit any number of objects.

The maximum number of objects that can be emitted by this emitter.

If there have already been the specified number of objects emitted during the entire lifetime of the scene, this gadget will not emit any more objects. (Jj)

  # Recycle Emitted Objects

This is a Switch that defaults to on.

When on, instead of not emitting when the “Max Emitted at Once” number is reached, the oldest emitted object still existing will be destroyed and a new object will be emitted. (Jj)

  Inputs & Outputs

  # Object Emitted

This is a Trigger Input.

Sends a pulse each time the emitter emits an object.

  # Scene Space Direction

This is an Input, accepting a 3 Numbers wire.

Takes a “3” fat-wire input that describes a direction in scene-space. If the emitter sets an initial speed to the emitted object, it will give it that speed in this direction.

  # Scene Space Transform

This is an Input, accepting a  Transform wire.

Sets the transform in the scene that the object will emitted at. (Tg)

  # Destroy Emitted Objects

This is an Input.

When the input signal becomes positive, all objects the emitter has emitted are destroyed.

  # Preserve Wires

This is a Switch that defaults to off.

When on, emitted objects will have wires added that were connected to the original object.

  # Effect Field Gadget

Only available by searching for effect fields in Sound Mode.

Effect Fields adjust the corresponding settings of sound gadgets they affect. (Mm)

Effect Fields can be wired up to logic, as with any other gadget. (Mm)

Most of the sound gadget’s settings can be found in this gadget’s tweak menu, and so can be manipulated by the effect field. (Mm) When affecting a note, that note’s settings have the effect field’s settings added to it. (See Gadgets > Sound Gadget.)

While affecting a note, the field shows ripples.

While the tweak menu is open, circles appear for the inner and outer ranges of the field. Drag these with   to adjust. Also a small circle on the outer edge is shown. Drag this to adjust the angle the wave will move across, and the width of the wave iterations themselves.

The amount of power received by this gadget affects its behaviour: The amount the gadget is powered affects how strongly these settings are applied to affected sounds.

While on a timeline: Affects everything within that timeline while it is active. The time it is active is indicated by that time period being highlighted as a column. (Mm) Effect fields do not affect parent or child timelines or instruments. (Mm)

To restrict the effect to only affecting some sounds within the timeline, you can add another timeline into the timeline and place the effect and the sounds you want to be affected by it in that nested timeline.

Note, Affects gadgets in the same chip, timeline, and notes played in the same performance window. But not gadgets within child chips, timelines, or notes played in sound gadgets nested within performance windows.

  Options

Colour

This is a Colour setting.

The colour of the gadget and its field.

  Inner Radius

This is a Slider setting that defaults to 31.25% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The size of the outer radius of the field. While a note is further towards the outer edge, the effect will affect the audio less. While a note is further towards the inner edge, the effect will affect the audio more. Similar to the Falloff of a trigger zone.

When going below the Inner Radius, pushes the Inner Radius to the same value.

When Positional is on and using the Sphere zone shape, this is used as the falloff size of the zone.

  Positional

This is a Switch that defaults to off.

When on, the gadget affects sound gadgets within the scene, much like a trigger zone. (Mm)

Zone Shape

(See Trigger Zone > Zone Shape.)

Unavailable: when “positional” is off.

Affects all sound sources within the zone. (See Trigger Zone > Zone Size.)

You can animate gadgets moving in and out of the effect field, to perform such changes. (Mm)

Has the Sphere and Scene options.

ADSR

This is a Graph setting.

Similar to the ADSR setting of a sound gadget, but affecting how much effect the gadget has on the note over time.

Note, there is no Release in this setting.

  Wave Depth

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How non-effective the field can get in the low parts.

  Wave Rate

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How fast the wave moves across the field.

Wave Shape

This is a Selector setting.

The shape of the wave moving across the field.

This selector has 6 options:

 Sine: (default) A steady sine wave.

Each iteration starts low, goes high, and ends low.

 Sandcastle: A sine wave separated into high (100%), medium (50%), and low (0%) bands.

 Square: A sine wave separated into high (100%), and low (0%) bands.

High begins at 1/6 of the iteration, and ends at 4/6 of the down-swing.

 Ramp: Starts high and moves to low linearly through one iteration.

 Random Smooth: Goes up and down randomly, with smooth sine-like transitions.

 Random Step: Goes up and down randomly, with stepped square-like transitions.

  # Exclusive Gate Gadget

When a gate is open, allows a signal through it. Only one gate with the same name, depending on certain rules. (Ac) On the face of the gadget, a gate icon shows if that gate is currently open or closed.

In this way there are similarities to the Selector gadget, for which only one channel can be active at a time.

Exclusive gates are grouped by the name of the exclusive gate gadget. (Tg) Each group can have at most one open gate within it.

For example, exclusive gate “A” will be part of the same group as another exclusive gate named “A” but not part of a group containing exclusive gate “B.”

Note that in edit mode, gates may show themselves to be open based on sending inputs and such before playing time. But when time is played, everything will be reset and the correct state will be shown.

Which gate is active?

The process used to figure out which gadget should be open/active is a little complex. And even more tricky to guess at through experimentation—which I've done a lot of.

Note that, honestly and truthfully, you generally don’t need to know how this works to this detail unless you’re finding weird edge cases. For 99% of cases, an understanding of roughly what the settings do will be enough to use exclusive gates just fine.

Here are some sources you may find useful, to understanding the innards. Explanation from Mm. Explanation on DreamSchool.

When a gate is open (or “active”) the received signal is output.

While a gate is on (even if it was recently closed) and it has a positive signal being sent to it, it will be considered available to be opened next.

When an open gate has a lower priority than another available gate, it is automatically closed.

While there is no gate that is open and has sync off, and there are no open gates, the correct gate is checked for every frame. According to the following rules. Each stage reduces the pool of allowed gates until only one is left, at which point that gate is opened. It looks for:

When an open gate is powered off it retains its open status. When turned on again it will close any open gates and stay open itself.

If in queue mode, a new gate will be found from the open-request pool. Otherwise the incoming signal must be non-positive for the gate to close.

Tweak Menu

  # Gate Input

This is an Input.

The signal to output when the gate is open.

While receiving a positive signal, this gate is requesting to be opened. (Tg)

  Gate Output

This is an Output.

Sends the input signal, while the gate is open. (Tg)

  Gate Sync

This is an Input.

This is an input. With no wires connected to it, defaults to on.

While on, the gate with open and close as dictated by the other settings. While off, the gate’s state will not change unless there are no other gates are in the priority pool. (Ac) (Tg)

Changing priority of this gate, or activating “interrupt” on another gate will override this behaviour while gate sync is off.

  # Close Gate

This is a Trigger Input.

Does not work in “Automatic” mode.

When triggered, the gate will be closed. (Ac) (Tg)

  Active

This is an Output, sending a  Boolean wire.

Sends a signal while this gate is currently open. (Tg)

  Priority

This is a Slider setting that defaults to 10, in increments of 1.

If a gate could turn on and it has a higher priority than any other gate that could turn on, this gate turns on. (Ac) (Tg)

While sharing the highest priority with other gates, the value received into Gate Input is used to break the tie. (Tg)

When a gate that is receiving a positive value has a higher priority that the currently active gate, that gate is closed and this gate is opened.

Note, the priority is rounded down to the nearest integer.

  Interrupt

This is a Switch that defaults to off.

Unavailable: when not in “Queue” mode.

When triggered and this gate has the same priority as other gates in the queue, this gate skips to the next one in the queue. (Tg)

If a positive signal is currently being input to the gate, this gate becomes open and all others close. If the input signal is 0, this gate will be the next one to open. (Ac)

Reset Mode

This is a Selector setting.

Sets when this gate will be reset.

This selector has 3 options:

 Automatic: (default) If a gate’s input signal is positive it will be open while no other powered gates with the same name are open. (Ac) When the input signal becomes non-positive and the gate is open, it will close itself automatically. (Tg)

If a gate was open when powered off, it will remember that. When it is powered back on, it will become open again and close all other gates.

 Manual: A gate will remain open until the Close Gate input is triggered. (Ac)

 Queue: Works like manual mode. However, a gate will open only if it has opened the same number of times or fewer than all other gates of the same name. (Ac) (Tg)

Gate Colour

This is a Colour setting.

Sets what colour the gadget will appear. (Tg)

  # Exclusive OR Gate Gadget

Also known as a “XOR” gate.

When only one value is positive, that value is outputted. For example, when only one input is sending a signal, it will send a signal out. (Tg) (See Exclusive OR Gadget > Result.)

Tweak Menu

  Number of Ports

This is a Slider setting that defaults to 2 with a minimum of 2 and a maximum of 10, in increments of 1.

The number of used ports.

Inputs

This is a Many Inputs setting.

Many inputs checked.

  # Result

This is an Output.

Normally used to send 1 when only one of the inputs are receiving a 1.

Outputs a received value when it is greater than 0, and all other received values are 0.

  # Fog Gadget

Adds light-absorbing particles within a specified zone. (Tg) While the view is within the fog, it’s easier to see that the particles take the form of tiny translucent flecks. These flecks are the same type used for the sky. These particles linger in the scene even as the fog is moved. (Tg)

While the fog gadget is selected or its tweak menu is open, a zone is shown for where the fog is placed within the scene. While hovering over the tweak menu however, it is hidden so you can see the fog itself better. (Tg)

The amount of power received by this gadget affects its behaviour: The Density is multiplied by the power received. (Tg)

  Properties

Tint

This is a Colour setting.

The colour of the fog.

  Hue Shift

This is a Slider setting that defaults to 0 degrees with a minimum of 0 degrees and a maximum of 360 degrees, in increments of 1 degrees.

Shifts the hue of the colour of the fog.

  # Density

This is a Slider setting that defaults to 25% with a minimum of 0% and a maximum of 100%, in increments of 0.025%.

How much light the fog absorbs and blocks from getting through the fog. (Tg)

  Noise Strength

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the noise reduces the density of the areas it affects. (Tg)

  Noise Scale

This is a Slider setting that defaults to 5 with a minimum of 1 and a maximum of 50, in increments of 0.1.

How much the noise pattern is scaled up from the centre of the fog area. (Tg)

  Noise Speed

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How quickly the noise changes over time. (Tg)

  Glow

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the fog glows. If the fog looks a bit dingy because it is not catching enough light to appear the true colour you have set, increase the fog a little.

  Zone Size

(See Trigger Zone > Zone Size.)

  # Follower Gadget

Moves the attached objects towards or away from a target position.

This gadget has a gizmo: Has a location marker. The gadget uses this location relative to the gadget as the point to move towards or away from the target position. (Tg)

  Important Properties

Follow Mode

This is a Selector setting.

Dictates how the gadget moves objects relative to the target position

This selector has 2 options:

 Follow: (default) will move the attached object towards the target.

 Flee: will move the attached object away from the target.

  Speed

This is a Slider setting that defaults to 5 meters per second with a minimum of -1000 meters per second and a maximum of 1000 meters per second, in increments of 0.1 meters per second.

The target speed of the object as it travels towards the target. If no target is found, the speed used is 0.

  Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to overcome other physical forces such as gravity and friction.

  Damping

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to slow the object once it reaches the target.

Tag Name

This is a Detected Name setting, looking for tags.

The name of the tag to use as the target. (Tg)

While a tag is targetted in this way it is considered detected.

  Strength & Damping Specifics

  Min. Distance,   Max. Distance

This is a Pair of Range Sliders setting, in increments of 0.1 meters. The minimum slider defaults to 0 meters, and the maximum slider defaults to 100 meters.

Unavailable: when “Target Position” has an input wire.

The tag’s position must be further away than the minimum distance and closer than the maximum distance to be used as the target.

If min is changed to be greater than max, max will be set to the min value. If max is changed to be lower than min, min will be set to the max value.

When these values are set by received signals they will not adjust the other slider when out of range, but instead only be allowed to set the value within the set constraints.

  X,   Y,   and Z Strength

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Affects the strength in particular axes. (Tg)

This can be used, for example, to keep a character on the same plane as a tag for a 2D platformer. (Tg)

  X,   Y,   and Z Damping

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Affects the damping in particular axes.

  Follower Direction Damping

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Affects damping towards the target.

  Inputs & Outputs

  Affected Object(s)

This is an Object Output setting.

The objects to move.

  Target Position

This is an Signal Input and Output, using 3 Numbers wires.

When set, the follower will try to move the affected objects such that the follower’s position is at the target position. (Tg)

  Found Target

This is an Output, sending a  Boolean wire.

Sends “on” while a target is being used.

  # Force Applier Gadget

Applies force to objects within the scene that are movable (physically simulated). (Mm)

This gadget has a gizmo: Has a location marker as the source of the force. When in “Directional” mode, an arrow is also displayed that you can drag to set the direction of the force.

  Important Properties

  Force Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The intensity of the force applied to objects.

  Force Speed

This is a Slider setting that defaults to 5 meters per second with a minimum of -1000 meters per second and a maximum of 1000 meters per second.

The speed of the force applied to sculptures.

  Force Speed On Strokes

This is a Slider setting that defaults to 0 meters per second with a minimum of -1000 meters per second and a maximum of 1000 meters per second.

The speed of the force applied to paintings that have “physical” enabled. (See Paint Mode > Physical Proeprties.) (Tg) (Tg)

Force Mode

This is a Selector setting.

Whether the force will pull things towards the position or push things away from the position.

This selector has 2 options:

 Push: (default) (up arrow) will apply force away from the source, like a blowing wind.

 Pull: (down arrow) will apply force towards the source, like gravity.

Force Type

This is a Selector setting.

How the force vector will be calculated.

This selector has 2 options:

 Radial: (default) will push or pull things from the source point.

 Directional: will push or pull things along a particular direction, regardless of where the object is in relation to the source point.

  Target Position

This is an Input, accepting a 3 Numbers wire.

Unavailable: when not in Radial mode.

Sets the location of the source of the force independently to the centre of the zone where the force is applied.

  Force Applied

This is an Output, sending a  Boolean wire.

Sends “on” while an object is being affected by the force.

  Local Space

This is a Switch that defaults to off.

When on, direction will be relative to the gadget’s orientation. When off, direction will stay constant regardless of the gadget’s oritantion.

  Zone Size

(See Trigger Zone > Zone Size.)

  Labels

(Tg) (See Trigger Zone > Labels.)

  # Global Settings Gadget

Contains settings that apply to the scene as a whole.

  Settings 1

  Adjust Gravity, Gravity Strength

This is a Switch with Slider setting that defaults to 100% with a minimum of 0% and a maximum of 600%, in increments of 1%.

When on, activates the gravity strength slider. This will adjust gravity across the entire scene.

Note that the puppet settings define how high the puppet can jump as opposed to the amount of force applied when jumping. The force applied when jumping is calculated using the current gravity setting, to ensure this jump height.

  Adjust Fall Height, Max fall Height

This is a Switch with Slider setting that defaults to 10 meters with a minimum of 0.5 meters and a maximum of 100 meters, in increments of 0.1 meters.

When on, activates the Max Fall Height slider. If a possessed puppet would fall further than this distance, it is killed if it would collide with an object or not.

  Adjust Camera Zoom, Multiplayer Max Camera Zoom

This is a Switch with Slider setting that defaults to 5 meters with a minimum of 0 meters and a maximum of 100 meters, in increments of 0.1 meters.

When on, activates the Multiplayer Max Camera Zoom slider. This dictates the maximum distance away from all players the camera can go.

  Adjust Offscreen Timeout, Multiplayer Offscreen Timeout

This is a Switch with Slider setting that defaults to 4 seconds with a minimum of 0 seconds and a maximum of 3600 seconds, in increments of 0.1 seconds.

When on, activates the Multiplayer Offscreen Timeout slider. This dictates how long a player can be offscreen before their puppet dies.

  Camera Boundary

This is a Switch with Slider setting that defaults to 2 meters with a minimum of 0 meters and a maximum of 100 meters, in increments of 0.1 meters.

When on, activates the Camera Boundary Distance slider. This dictates how far outside of the bounds of the scene the player can go before the camera will stop following them.

  Settings 2

  Allow Imps

This is a Switch that defaults to on.

When off, hides the imp regardless of other settings. If no camera or possessable controller sensor is in the scene, the imp can still be used to “grabcam” around the scene even though the imp is hidden.

  Max Players

This is a Slider setting that defaults to 4 with a minimum of 0 and a maximum of 4, in increments of 1.

Dictates the maximum number of players that can be active in the scene at once. Controllers for players beyond this number can still pause the game with the Options button.

If this is set to 0, no players can have any control within the scene.

  Number of Players

This is an Output, sending a  Number wire.

Sends the number of players currently connected to the PlayStation 4.

  Camera Transform

This is an Output, sending a  Transform wire.

Sends the current view’s transformation details, regardless of transitions, which camera gadget is being used, if no specific camera is being used, etc. (Tg) (Tg)

  # Reset Scene

This is a Trigger Input.

When it receives an “on” signal, resets the scene including logic, position of objects, etc. as if it were freshly loaded. Anything that was emitted will be removed. The values of any persistent variables will not be saved, but will be reset to whatever values were stored before the scene was initially loaded. (Tg)

The player’s view will fade into a view of the reset scene.

  # Grab Sensor Gadget

Detects imp interactions with the attached object. Note that these interactions are not restricted to grabs only, though the tooltips talk about these interactions as grabs.

When playing with the moves, only the primary imp triggers signals from this gadget.

Tweak Menu

  No. of Players Required

This is a Slider setting that defaults to 1 with a minimum of 1 and a maximum of 4. At 0, all players are required.

(Number of Players Required)

For any interaction sensed by this gadget, the number of imps from different players must meet or exceed the number specified. (Jj)

  Sense Grab

This is an Object Input setting.

Multiple objects may be connected to this input at the same time. Any objects attached to the gadget will be used to sense imp interactions. (Jj)

Note that only hovering will be sensed for paintings.

  Grabbed

This is an Output, sending a  Player Info wire.

Sends a signal when an attached sculpt is grabbed that also has the “grab” imp interaction enabled. (See Sculpt Mode > Imp Interaction.) (Jj) (Jj)

  Hovered

This is an Output, sending a  Player Info wire.

Sends a signal when an attached object is hovered over. (Jj) (Jj)

  Imp Stretch

This is an Output, sending a  Player Info wire.

Sends a signal when an attached sculpt is being grabbed and pulled on. The strength of the signal between 0 - 1 reflects how far away the imp is from the grab point, and therefore how hard they are pulling the object. distance from grab÷max stretch length (Jj)

The value 0 is given when the imp not any distance away from the grab point.

The value 1 is given when the imp is as far away from the grab point as is possible.

  # Grade & Effects Gadget

Affects how the entire view looks for the player in many different ways.

The amount of power received by this gadget affects its behaviour: The received power is used as the weight of the blend (averaging) with other gadgets. If fully powered, it will average evenly. If powered very little, it will not affect the settings very much.

While on a timeline: Has fade-in and fade-out handles.

  Light & Colour

  Brightness

This is a Slider setting that defaults to 0% with a minimum of -200% and a maximum of 200%, in increments of 1%.

Increases or decreases the overall brightness. (Jj)

  Contrast

This is a Slider setting that defaults to 0% with a minimum of -200% and a maximum of 200%, in increments of 1%.

Increases or decreases the contrast between light and dark colours. High contrast means dark colours become darker and light colours become lighter. Low contrast means dark colours become lighter and light colours become darker, heading towards a 50% grey. (Jj)

  Saturation

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 0.1%.

Increases or decreases the saturation of the colours. Low saturation means colours become more grey. High saturation means the colours become more intense. (Jj)

  Hue Cycle

This is a Slider setting that defaults to 0 degrees with a minimum of 0 degrees and a maximum of 360 degrees.

Cycles all colours through the “colour wheel.” For example, increasing this slider pushes reds to yellow, then green, then blue, then purple, and back to red.

  Colour Tinting

Adds a colour tint to parts of the view depending on their brightness. (Jj)

Shadows, Mid-Tones, Highlights

This is a Colour setting.

Darker shades will be more affected by the shadows tint. Mid-tone shades will be more affected by the mid-tones tint. Brighter shades will be more affected by the shadows tint.

These colours are set to 50% grey, which does not affect the colours at all. Any given colour will be adjusted the same amount as the setting is. The further a setting is from 50% grey the more intense the tint grade will become.

  Screen Effects

Has options for a vignette and other effects.

A vignette is like a shadow around the edges of your screen—though using the settings, this “shadow” can be any colour.

Vignette Colour

This is a Colour setting.

Dictates the colour of the vignette effect when visible. (Jj)

  Vignette Strength

This is a Slider setting that defaults to 10% with a minimum of 0% and a maximum of 100%, in increments of 0.1%.

The opacity of the vignette. (Jj)

  Bloom

This is a Slider setting that defaults to 20% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Light will “bleed” out of bright objects within the screen, making halos appear around these objects. (Jj)

  Lens Flare

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Similar to bloom, but produces a line of light as if refracting through physical lenses in a camera. (Jj)

  Grain Effect

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 0.1%.

Adds a randomised, ever-changing noise to the view, making pixels slightly brighter or darker than they normally are—as if filmed on an old camera, or one that does not work so well in low light. (Jj)

  Sharpen/Blur

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

Sharpen makes pixels have more contrast near boundaries where colours change. Blur makes each pixel the average of nearby colours. (Jj)

  # Motion Blur

This is a Slider setting that defaults to 66% with a minimum of 0% and a maximum of 100%, in increments of 1%.

When objects move within the view, they will blur in that direction—like watching things go by quickly in a car. (Jj)

  Camera Movement Blur

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Blurs the entire view depending on the speed of the camera movement. (Jj)

  Pincushion

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

Warped the view from the centre of the screen. Increasing bulges out the middle and the corners are pulled inward, leaving black corners—similar to a fish-eye camera. Decreasing pinches the middle and the corners and pulled outward. (Jj)

  Hue Selectivity

  Hue Selectivity

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How narrow the range of colours is that are affected by the settings on the first two tabs. At 0%, all colours are affected equally. At 100% only a narrow range of hues are affected.

Note that less selective grade gadgets will be overidden by more selective grades for the colours they select for. Using this, you can easily make all colours desaturated apart from one. (Tg)

  Hue Affected

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The hue around which a band of colours are affected.

  Pixelation & Glitch Effects

  Resolution

This is a Graph with a Node setting.

Has 2 inputs and 2 outputs for X and Y pixelation.

The left-right axis dictates the x-resolution of the view from high (unaffected) on the left to high on the right. The down-up axis dictates the y-resolution of the view from high (unaffected) at the bottom to low at the top. (Jj)

  Scan Lines

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Dictates the opacity of darker horizontal lines across the view. These lines are affected by the pincushion setting. (Jj)

  Posterise

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Reduces the number of colours shown in the view. Colours are rounded to the nearest allowed colour. (Jj)

  Chromatic Aberration

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Pushes the red green and blue colours outward relative to the centre of the view. Gives an old-school dodgy TV vibe. (Jj)

  Glitch

This is a Graph with a Node setting.

Has 2 inputs and 2 outputs for glitch X and glitch Y.

Adds VHS-style glitchiness to the view. The X axis adds more X-oriented glitch the further right you go, and the Y-axis adds more Y-oriented glitch the further up you go. (Jj)

Y-glitch adds lighter horizontal flecks to the view and warping at the top and bottom, as well as moving the entire view vertically from time to time.

X-glitch adds horizontal ghosting to the view, as well as subtle lighter and darker horizontal bars moving up over the image.

  # Gyroscope Gadget

Keeps an object oriented “upright.”

This gadget has a gizmo: An arrow pointing in the “upright” direction of the object it’s affecting.

While Align All Axes is on, a stalk for the X axis of the object can be moved, and a Z axis indicator is shown.

  Properties

  Speed

This is a Slider setting that defaults to 180 degrees per second with a minimum of -9999.9 degrees per second and a maximum of 9999.9 degrees per second.

The target rotation speed to move towards the desired rotation.

  # Align All Axes

This is a Switch that defaults to off.

When on, all axes will try to align themselves with the scene’s axes instead of just the Y axis.

  Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to overcome forces such as inertia, gravity, collisions, etc.

  Overall Damping

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to reduce rotation to the desired speed.

  Outputs

  Affected Obejct(s)

This is an Object Output setting.

Any objects connected to this output will be affected by the gyro.

  # Health Manager Gadget

Stores and manages the current health of an object.

  Properties

  Max Health

This is a Slider setting that defaults to 100 with a minimum of 0 and a maximum of 10000.

The maximum health allowed.

  Current Health

This is a Slider setting that defaults to 100 with a minimum of 0.

The current health the linked object has. Note this cannot be set to a value higher than the maximum health setting.

  Cooldown Time

This is a Slider setting that defaults to 1 seconds with a minimum of 0 seconds and a maximum of 10000 seconds.

After taking damage how many seconds to wait before damage can be taken again.

  Consider Players

This is a Switch that defaults to off.

When on, affects the Currently Gaining Health and Currently Losing Health outputs.

  Inputs & Outputs

  Affected Object(s)

This is an Object Input setting.

Links the health modifier to one or more objects. While any of those objects would be affeced by a health modifier, this health manager is affected by the modifier.

  Remaining Health (%) Percentage

This is an Output, sending a  Signal wire.

The percentage of current health relative to the maximum health. Output = current health ÷ maximum health

  # Currently Gaining Health

This is an Output, sending a  Player Info wire.

Sends a signal with how much health has been gained on this logic frame.

If “consider players” is on, the corresponding player components of the output will carry the amount gained from modifiers inside of objects possessed by players.

For example, player 1 has a health manager set to “consider players.” A health modifier is in player 2’s puppet that adds 5. While player 1’s puppet is affected by player 2’s health modifier, this output’s fat wire would give 0 for players other than player 2. But the player 2 component would give 5 because player 2 has a modifier adding 5.

  # Currently Losing Health

This is an Output, sending a  Player Info wire.

Similar to Currently Gaining Health but for when health is subtracted.

  No Health

This is an Output, sending a  Player Info wire.

Sends a signal while “Current Health” is at 0.

  Reset Health

This is a Trigger Input.

When triggered, sets “Current Health” to the “Max Health” value.

  # Health Modifier Gadget

Modifies the health managers of objects.

To have an object affect its own health, a health modifier must still be used. (Tg)

  Properties

  Health Change

This is a Slider setting that defaults to -100% with a minimum of -1000% and a maximum of 1000%, in increments of 1%.

How much health is subtracted or added when a health manager is affected by this modifier. See Modifier Mode for details on how this value is used.

# Modifier Mode

This is a Selector setting.

When health will be modified while powered.

This selector has 2 options:

 Hit: (default) A health manager’s current health will be modified fully the instant when affected.

 Continuous: Health will be modified over time at a rate of Health Change per second.

Modifier Type

This is a Selector setting.

What will trigger the modification to happen.

This selector has 2 options:

 Hit: (default) A health manager will be affected while its linked object is touching this health modifier’s linked object.

 Zone: A health manager will be affected while its linked object is within this health modifier’s zone.

  Consider Players

This is a Switch that defaults to off.

Affects the output of Currently Modifying.

  Zone Size

(See Trigger Zone > Zone Size.)

  Labels

(See Trigger Zone > Labels.)

  Inputs & Outputs

  # Currently Modifying

This is an Output, sending a  Player Info wire.

When “consider players” is off, outputs a 1 for all players.

When “consider players” is on, outputs a 1 only for players whose health managers are being affected by this modifier.

  # Affected Object(s)

This is an Object Input setting.

The objects to use to sense impacts.

When the modifier type is set to “Hit,” health managers linked to objects that are currently touching objects linked to this modifier will be affected by this modifier.

  # Impact Sensor Gadget

The impact sensor outputs signals when a linked movable object collides with another object. (Tg) (Jj)

  Properties & I/O (Inputs & Outputs)

  Sense Impacts

This is an Object Input setting.

The object to sense impacts for. (Jj)

  Sensitivity

This is a Slider setting that defaults to 1% with a minimum of 0% and a maximum of 100%, in increments of 0.01%.

All impact force outputs are multiplied by this setting. (Jj) The actual force values are pretty huge.

Does not affects the Touching output.

  Touching

This is an Output, sending a  Collision wire.

Outputs a collision signal while the object is touching another object. The strength of the output is 1 while touching (not affected by Sensitivity). (Jj)

  Bumps

This is an Output, sending a  Collision wire.

Outputs a collision signal when the object first collides with another object. The strength of the output is the force of the collision. (Jj)

  Rolls

This is an Output, sending a  Collision wire.

Outputs a collision signal while the object is rolling on the surface of another object. The strength of the output is the speed the object is rolling. (Jj)

  Scrapes

This is an Output, sending a  Collision wire.

Outputs a collision signal while the object is scraping (or sliding) across the surface of another object. The strength of the output is how much downward force is being applied toward the object being slid across. (Jj)

  Labels

(See Trigger Zone > Labels.)

  # Keyframe Gadget

As there is no visual indicator linking a keyframe directly to a recorded object or setting, it’s best practise to immediately name and/or colour the keyframe after placing it.

A keyframe holds state. This can be the state of almost any property—including multiple objects, positions, settings… but not edits such as a shape inside a sculpt. (Mm) (Pk) (Tg) Also captures the use of tools to adjust settings. (Mm)

Note, some properties cannot be keyframed: names of objects, names to detect, and text fields, editor mode buttons, and wire connections for inputs or outputs.
Also, no contents of an object can be affected, such as the edits of a sculpt or painting or notes in an instrument.

When a keyframe is first placed within the world, it automatically goes into recording mode. (Mm) You can trigger this mode by scoping into a keyframe (shift + ).

Note that when a new keyframe is placed anywhere but a timeline, the keyframe is powered off.

While a keyframe is selected, objects and settings affected by the keyframe will have hatch-marks across them. The state stored in the keyframe is also previewed. (Pk) (Tg) While actively editing a keyframe, it is also previewed.

When changing a setting while recording, the last state of that setting will be what is recorded. So if there’s a power button that is on, and you click it with   twice while recording, it will be recorded as being on. (Tg)

Hovering over an object that a keyframe has recorded something for will cause the keyframe to throb. (Tg)

Press   on things with hatch-marks to remove the recorded state for that object or setting. (Mm) (Tg)

When an object that has state recorded by a keyframe is copied, the keyframe will affect the copy also. (Tg) However, if the object and the keyframe was copied at the same time, the original keyframe will affect the original object, and the keyframe copy will affect the object copy. (Tg)

If the position of a connected object is recorded using   Inverse Kinematics first, any manipulation of that object will use  .

If the position of a connected object is recorded using Forward Kinematics first, any manipulation of that object will use forward kinematics.

The amount of power received by this gadget affects its behaviour: Its state and springyness will be applied to the percentage of the power. (Pk) (Tg)

For example, a keyframe stores a move of an object as +10 on the X axis. If powered with a signal of 1 or more, the object’s position will become +10. If powered with a signal of 0.6, the object’s position will become +6.

In this way, by changing the value used to power a keyframe over time, you can animate values and positions etc. of any state recorded by it. (Tg)

Half-powering a keyframe will also contantly blend between the keyframed state and the normal state it would be in if it weren’t keyframed. This is great for allowing a little bit of arm swing while the hand is still pointing in a particular direction. (Tg)

Powering more than one keyframe at a time will average the state between them when they affect the same setting, weighted depending on how powered a keyframe is. (Tg)

Many gadgets have a core and falloff, and use that to output a percentage instead of a simple ON and OFF. Such values can be wired directly into a keyframe’s power to have more effect the closer an object is, for example. (Tg)

While on a timeline: Has fade-in and fade-out handles.

When on a timeline on the same row as another keyframe, with no other gadgets between them, becomes part of a keyframe set. When part of a keyframe set, you can blend between keyframes with more precision. Press shift +  on the space between the keyframes to cycle through the previous keyframe’s different blending modes. (Mm) While recording into a keyframe in a keyframe set, you can move to the previous keyframe with shift + , and to the next keyframe with shift + .

When a keyframe within a keyframe set is highlighted, objects whose state is affected by those keyframes will show a path of their changes. The dashed line of the path indicates the blending between each keyframed position (longer dashes for faster movement, shorter dashes for slower movement). Each keyframed position is also marked with a glowing yellow translucent sphere.

While keyframes are on the same row of a timeline with no non-keyframe gadget between them, they form a keyframe set. Use shift +  between two keyframes to cycle through blending types. These will set the keyframe on the left of the gap, setting how it interpolates between that state and the state of the next keyframe as the playhead goes through that part of the timeline.

Tying keyframes into a set in this way also allows a shortcut to move between them while recording, by using   +  / . (Tg) This works even if there are other gadgets between the keyframes.
Also, if you select one or hover over one of the keyframes in a blended set, a preview of the path of objects with their position recorded will be shown in the scene. (Tg)

Tweak Menu

Blend Type

This is a Selector setting.

Unavailable: when not on a timeline.

Available only when part of a set of keyframes within a timeline. Dictates the interpolation between this keyframe and the next keyframed state within the set.

Note that if rotation is recorded, it will rotate the object using the shortest route. So if you want something to rotate 180 degrees or more in a particular direction, it may be safer to use several keyframes to make sure it rotated in the desired direction. (Tg)
This setting doesn’t have any effect when there is no keyframe immediately to the right of this one on the same row.

This selector has 5 options:

 None: (default) doesn’t interpolate at all. The current keyframe will simply remain active until the next keyframe is activated.

 Linear: will transition towards the next state at a steady speed. (eg. +3, +3, +3, +3, +3.)

 Ease in: will transition slowly at first, and become faster. (eg. +1, +2, +3, +4, +5.)

 Ease out: will transition quickly at first and become slower. (eg. +5, +4, +3, +2, +1.)

 Ease in and out: will transition slowly, then quickly, then slowly. This is useful for more natural movements. (eg. +1, +3, +5, +3, +1.)

  Easing Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Unavailable: when the Blend Type is not linear or none.

Dictates how intense the easing function will be applied. The “strength” of the blend. For example, if using “ease in,” a higher strength will begin the transition slower.

  # Springiness

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

When the keyframe is trying to set an object’s transform (position, rotation, scale), a higher springiness will allow the state to be overshot—wobbling back and forth like a physical spring—until eventually coming to a stop at the correct state. (Tg) (Tg)

Note that even after becoming unpoweres, a keyframe with springyness will still affect an object’s transform until all the object settles down into its final state. (Tg)

This works on gadgets within the world, but not on any other settings including gizmos. (Tg)

  Smoothing

This is a Switch that defaults to on.

When part of a keyframe set and smoothing is on, will use the incoming and outgoing trajectory of a transition to plot a smoother transition through the stored state. (Tg)

Note that this does not affect timing, or recorded rotation or scale, but position only. For this reason, a linear blend works best.

For example, you have three keyframes positioning an object at points of a triangle, with some sort of blending between them. If smoothing is off, the object will move to the next keyframed position, then move to the one after that. You’ll see the “corner” of the keyframe and an abrupt change in direction. If smoothing is on, the transitions will take into account where the object is coming from and where it is moving to, and attempt to smooth out corner. So the path of the object will still hit those positions at the corners of a triangle, but those corners will be smoothed out and less noticeable.

  Keep Changes

This is a Switch that defaults to off.

When off, after the keyframe is powered off the states affected by it will revert to what they were before.

When on, the state will be preserved instead. (Tg)

Note that currently when a keyframe is half-powered each frame it will apply this operation. The result is that the animation will appear exponentially sped up. (Tg)
By using a half-powered second keyframe to balance it out you can keep the “keep changes” of the final state, without the animation being sped up. (Tg)

  Slow Power Up,   Slow Power Down

This is a Slider setting that defaults to 0 seconds with a minimum of 0 seconds and a maximum of 5 seconds, in increments of 0.1 seconds.

These sliders set how long it takes to reach the desired power level, using an ease-out function. (Tg)

When the target power increases, it takes Slow Power Up seconds to reach it. When the target power decreases, it takes Slow Power Down seconds to reach it. (Mm) (Tg)

When keyframing the power of an object, that power is also animated by this setting. For gadgets that are not affected by the amount of power received, this allows a single keyframe to keep that object powered while the keyframe is being powered or is still animating using these settings.

For example, fading a text displayer in and out. (Tg)

Animation Colour

This is a Colour setting.

The colour of the gadget. (Tg)

  # Laser Scope Gadget

Plots a line in a particular direction, and finds out if it collides with a sculpt’s surface. (Known as “raycasting.”)

The face of the gadget shows a black bar that reaches higher, the stronger the detected hit is.

This gadget has a gizmo: Has an origin location it casts the ray from. (Tg) A stalk comes out of the origin which can be dragged with   to set the angle of the line which is used when not aiming at tags. (Tg) An arrow is shown on the stalk which sets the Range setting. (Tg) A disc is shown at the end of the stalk which sets the Falloff setting. (Tg)

  Important Properties

  # Range

This is a Slider setting that defaults to 1 meters with a minimum of 0 meters and a maximum of 1000 meters.

The length of the ray that is cast. (Jj)

  # Falloff

This is a Slider setting that defaults to 0 meters with a minimum of 0 meters and a maximum of 1000 meters.

The fall off is the distance beyond the length of the ray that will produce a lower signal depending on how close the hit is from the end of the falloff and towards the core length. (Jj) (See Trigger Zone > Zone Size.)

  # Point at Tags

This is a Switch that defaults to off.

When on, will detect tags with the specified name. (Jj)

# Look for Tag Name

This is a Detected Name setting, looking for tags.

Unavailable: while Point At Tags is off.

The name for the tag to look for. (Jj)

Use the adjustment controls to cycle through the names of all tags in the scene, and all tag names that are looked for by other gadgets.

  # Hit Something

This is an Output, sending a  Player Info wire.

Sends “on” (1) when the laser scope hits an object as defined by the settings. (Jj)

  # Local Space

This is a Switch that defaults to on.

When on, the angle of the laser scope changes with the rotation of the gadget itself. When off, the angle of the laser scope doesn’t change, but the location will follow the group. (Jj)

  # Consider Players

This is a Switch that defaults to off.

While on, outputs will consider players. The  Player Info outputs will send a value through the corresponding player’s component when hitting an object that is owned by that player.

  Labels

(See Trigger Zone > Labels.)

Sets the required labels, visibility, and collisability of the sculpt to register a hit. (Tg)

Using this, some sculpts can be excluded from being detected as a hit. (Tg)

  Hit Detail Outputs

  # Hit Position

This is an Output, sending a 3 Numbers wire.

When detected, sends the hit position within the scene.

  # Hit Angle

This is an Output, sending a 3 Numbers wire.

When detected, sends the 3D “normal” angle of the surface hit by the laser scope.

  # Hit Distance

This is an Output, sending a  Number wire.

When detected, sends the distance from the laser scope source to the point hit.

  # Light Gadget

Emanates light. This affects objects within the scene. Also lights up fog. There is a very mild fog across every scene by default. So if the light has sufficient brightness, you’ll see a slight fog around the light itself.

Spotlights can casts shadows when hitting sculpts that have “cast shadows” enabled. (See Sculpt Mode > Cast Shadows.)

When in spotlight mode, a cone comes out from the location marker indicating the range and angle of the beam. You can drag the side with   to adjust the angle of the beam, and drag the flat end to adjust the range. There is also a white dot on the flat side which can be dragged to adjust the angle of the light itself and its range.

When in diffuse mode, a sphere comes out from the location marker indicating the range of the light. Dragging this sphere with   will adjust the range.

The received power multiplies the Brightness of the light.

This gadget has a gizmo: Has a location marker, and a 3D shape depending on which mode the light is in.

While on a timeline: Has fade-in and fade-out handles.

Tweak Menu

Type

This is a Selector setting.

What kind of light is emitted by the gadget.

This selector has 2 options:

 Spot: (default) a spot light, targeted in one direction.

 Diffuse: a point of light that sends light all around it. Note that diffuse lights cannot cast shadows; only spotlights.

  Brightness

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The brightness of the light when it affects the scene.

Colour

This is a Colour setting.

Dictates the colour of the light emitted by the gadget. A darker colour will appear as though less light is being emitted.

  Hue Cycle

This is a Slider setting that defaults to 0 degrees with a minimum of 0 degrees and a maximum of 360 degrees.

Cycles the hue of the selected colour.

  Beam Range

This is a Slider setting that defaults to 10 meters with a minimum of 0 meters and a maximum of 1000 meters, in increments of 0.1 meters.

Unavailable: when in diffuse mode.

The range of the spotlight.

  Beam Angle

This is a Slider setting that defaults to 20 degrees with a minimum of 0 degrees and a maximum of 45 degrees.

Unavailable: when in diffuse mode.

The angle of the spotlight beam.

  Fade Angle

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Unavailable: when in diffuse mode.

The percentage of the full beam angle that fades out. If set to 0, the edge of the beam will be crisp. If set to 100%, the strength of the light will be strongest in the centre of the beam and fall off towards the edges.

  Cast Shadows

This is a Switch that defaults to on.

Unavailable: when in diffuse mode.

When on, sculptures that cast shadows will block the light when hit by it.

Use Image

This is an Image Slider setting.

Unavailable: when in diffuse mode.

A slider with 15 different associated images that will be used as masks over the light source as if blocking it. This is a very easy way to add some atmosphere to a scene and give the light some texture.

When set to 0, no image will be used and the light will be emitted as normal.

  Image Blur

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Unavailable: when in diffuse mode.

When using an image, dictates the percentage the image will be blurred before blocking the light. Setting to 0% leaves the image crisp, setting to 100% will blur the image a lot.

  # Look At Rotator Gadget

Rotates an object around its centre of mass to “face” a target position or direction.

Note, by using a connector the joint will set the pivot point around which the rotator will rotate the object.

This gadget has a gizmo: Has a location marker with an arrow showing the direction each object is “looking at.” The object will be rotated so that the arrow points at the target. (Jj) (Tg)

Note, the gizmo’s base location is tied to the centre of mass of the linked object. And the arrow will use the same direction relative to the orientation of each linked object.

  Properties

  Rotation Speed

This is a Slider setting that defaults to 180 degrees per second with a minimum of -9999.9 degrees per second and a maximum of 9999.9 degrees per second.

Sets the rotation speed in degrees per second. (Jj)

  Stay Upright

This is a Switch that defaults to off.

When on, only rotates around the Y axis and around the “forward” axis as indicated by the gizmo. Effectively, it prevents the gadget from “rolling” the affected object. (Jj) (Tg)

  # Rotation Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much force is used to bring the rotation of the object to the specified rotation speed. (Jj)

  Overall Damping

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How quickly the object’s rotation will slow down to face the target. (Jj)

Look for Tag

This is a Detected Name setting, looking for tags.

The name of the tag to “look at.” (Jj) If there are multiple within range, uses the closest tag.

  Strength & Distance

  Minimum Distance

This is a Slider setting that defaults to 0 meters with a minimum of 0 meters.

The location marker must be at least this far away from the tag for the gadget to start “looking at” it.

  Maximum Distance

This is a Slider setting that defaults to 100 meters with a maximum of 1000 meters.

The location marker must be within this range of the tag for the gadget to start “looking at” it.

  X,   Y,   Z Rotation Strength

This is a Slider setting that defaults to 100 precent.

The percentage of the strength used in each axis.

  Inputs & Outputs

  Affected Objects(s)

This is an Object Output setting.

The objects that will be affected by this gadget.

  Target Position

This is an Signal Input and Output, using 3 Numbers wires.

When no wire is plugged in, uses the tag settings.

When a wire is plugged in, uses the received signal as the target position. This overrides a signal received by the Scene Space Direction input.

  Found Target

This is an Output, sending a  Boolean wire.

Sends a signal while a target position is being used.

Note if only a direction is being used, this does not send a signal.

  # Scene Space Direction

This is an Signal Input and Output, using 3 Numbers wires.

A direction to look in, relative to the object itself. All linked objects will look in the same direction when using this.

  # Microchip Gadget

Stores any gadgets, to keep them neat and compartmentalised. It’s a good idea to begin any feature you want to create with placing a microchip, naming it, giving it an icon, and a colour. (Mm)

Note that if you surface-snap a microchip to an object, that object will be used as the “affected object” for gadgets within the microchip, such as the destroyer gadget or rotator gadget. (Ao) (Tg)

Scoping in to a microchip opens a window that contains everything inside the microchip. Here you can move things around, drag them in or out, clone them, etc. using the normal controls.

To expand the window, hover over an edge (or corner). A white halo effect will appear at that edge. Hold   over the edge of a window and drag to adjust its size.

Wire Routing Nodes

Wires will curve nicely from the source to the destination. However, if you have a lot of wires, this can get confusing to look at. Hover over a wire and press   to add a node. When a wire has at least one node on it, they will become straight instead of curved. These nodes dictate “corners” the wire will head towards. Add multiple notes to make a path the wire will follow. (Mm)

Hold   on a node to drag it around. If the node is dragged over another node, the nodes will stick together and you’ll now be dragging both as one. If more than one wire has a node in the exact same spot, they will path around that node in a “ribbon” effect, lining up next to each other.

Press   on a node to remove it.

  General

Microchip Colour

This is a Colour setting.

The colour of the microchip. Note that this will also colour the background of the microchip’s window. It can be useful to adjust this to make it easier to see certain wires.

# Custom Icon

The default icon is: . The following icons can be chosen from:                       

The icon of the microchip. When the icon is not default, a smaller microchip icon will also be shown in the bottom-right corner.

  # Affected Object

This is an Object Input setting.

Gadgets within the microchip will also affect and sense using the microchip’s attached objects.

  Audio

(See Timeline > Volume & Channel.)

  # Movement Sensor Gadget

Senses the movement of the attached objects.

This gadget has a gizmo: An unmovable location marker located at the centre of mass of the attached objects.

When “Local Space” is on, shows rotatable axes.

  Important Properties & I/O (Input and Output)

  Sense Movement

This is an Object Input setting.

The objects to sense movement of.

  Velocity (Overall)

This is an Output, sending a  Number wire.

The positive velocity (in meters) of the fastest-moving linked object.

Unsigned, meaning it’s always a positive number.

  Velocity (X Axis),   Velocity (Y Axis),   Velocity (Z Axis)

This is an Output, sending a  Number wire.

The velocity in the corresponding axis. Where there are multiple linked objects, this is OR’d and the value furthest from 0 is used.

Signed, meaning it will be positive when moving in one direction and negative when moving in the opposite direction.

  Local Space

This is a Switch that defaults to off.

When on, will use its own axis orientation rather than the scenes’s orientation. Also allows the gizmo’s orientation to be adjusted.

  Relative to Object

This is an Object Link setting.

Speeds will be judged relative to the linked object.

  X Direction,   Y Direction,   Z Direction

This is an Output, sending a 3 Numbers wire.

Directions relative to the centre of mass of the object describing the orientation of the object.

When multiple objects are linked, these directions are blended.

This outputs even if the linked object is unpowered.

  Acceleration Outputs

  Acceleration (Overall)

This is an Output, sending a  Number wire.

Sends the overall acceleration of the attached object(s).

Unsigned, meaning it’s always a positive number.

  Acceleration (X Axis),   Acceleration (Y Axis),   Acceleration (Z Axis)

This is an Output, sending a  Number wire.

Sends the acceleration in the corresponding axis.

Signed, meaning it will be positive when accelerating in one direction and negative when accelerating in the opposite direction.

  # Mover Gadget

Moves an object in a direction.

This marker has an arrow attached to it. You can drag this arrow to point in the direction the mover will move the object. (Jj)

This gadget has a gizmo: Has a marker showing the X, Y, and Z axes. (Jj)

When in “local space” mode, these will reflect the current orientation of the gadget. Otherwise, they will be locked to the world grid. By default this will point “right” relative to the the face of the gadget.

  Properties

  Forward Speed

This is a Slider setting that defaults to 5 meters per second with a minimum of -1000 meters per second and a maximum of 1000 meters per second.

The speed the object will move at.

  Movement Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much effort the mover will put into getting the object up to the desired speed. A high strength means things like mass, friction, and collision with other objects will have less impact on the velocity of the object while being moved in the specified direction. (Jj)

  Overall Damping

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much effort the mover will put into slowing the object down to the desired speed. A low damping means the gadget will never slow the object down. Whereas 100% damping means the object will never go faster than the specified speed. (Jj)

  # Local Space

This is a Switch that defaults to off.

When on, the direction the object will move will be affected by the orientation of the mover gadget.

  Damping Specifics

  Damp in X,   Y,   Z

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Affects the damping in specific axes. The overall damping strength is multiplied by these settings when applied in those axes.

  Mover Direction Damping

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Affects the damping in the mover’s direction.

  Miscellaneous I/O (Inputs & Outputs)

  Affected Object(s)

This is an Object Output setting.

This is a link to one or more objects. If the gadget is stamped while snapping the surface of an object, that object will automatically hook up to this setting. (Jj)

The affected objects will be moved by the gadget.

  Direction of Movement

This is an Signal Input and Output, using 3 Numbers wires.

When a wire is connected and Local Space is off, the input will set the direction of the mover.

Output will send the mover’s direction.

  # Node Gadget

Passes signals through from its input to its output. (Jj) Can be used as ports in a microchip that show on the microchip gadget itself, making it easy to hook wires up without understanding the inner workings of the microchip.

The amount of power received by this gadget affects its behaviour: The value will be multiplied by the amount of power received.

Tweak Menu

Node Colour

This is a Colour setting.

The colour of the node gadget. Wires coming from a node’s output also use this colour. (Jj)

Custom Icon

(See Microchip > Custom Icon.)

Sets the icon for the gadget. If the gadget is used as a port, dictates the icon used for the tab shown on the gadget. The face of the gadget shows the selected icon as well as a small display of the node’s port icon in the bottom-right corner.

The default setting is to use the port icon along.

Create Port

This is a Selector setting.

Dictates whether the node will be displayed as a port and whether that port will accept inputs or outputs. (Jj)

When in a microchip, input and output ports appear as nubs on the left and right of the microchip respectively, allowing wires to be plugged into those ports even while the microchip is closed. When not in a microchip but inside a group, these ports can be seen from outside of the group allowing wires to be plugged into them without scoping into the group.

This selector has 3 options:

 No-port: (default) (sometimes referred to as a passthrough node) simply takes a signal and sends it out.

 Input Port: takes a signal from outside the microchip. This node is shown on the left side of the gadget.

 Output Port: sends a signal to outside the microchip. This node is shown on the right side of the gadget.

  Input/Output

This is an Signal Input and Output.

This is an input and output. Shown on the gadget by default.

  Is Input Wired?

This is an Output, sending a  Boolean wire.

Sends 1 (“on”) while there is at least one wire connected to the node’s input. (Jj)

  # NOT Gate Gadget

Outputs “on” if the input is “off,” and outputs “off” if the input is “on.” (Jj) See Output below for a fuller explanation.

Tweak Menu

  Input

This is an Signal Input and Output, using  Signal wires.

The input to invert, and the resulting inverted value.

Normally used to send 1 when the input receives a 0, and send a 0 when the input receives a 1.

When receiving a value from 0 to 1, sends the value subtracted from 1. When receiving a value less than 0 down to -1, sends the value subtracted from -1. You can even use this to create certain animated effects. (Tg)

  # Number Displayer Gadget

Displays a number. Similar to the text gadget.

  Text Properties

  Number/Range

This is an Input.

The value to display.

Display Format

This is a Selector setting.

How the value will be formatted for display.

This selector has 2 options:

 Number: (default) displays the value as a normal number.

 Time: Displays the value as a time, the value representing seconds. Only shows the parts needed. For example, if there are no whole minutes to display, only the number of seconds will be displayed.

  Decimal Places

This is a Slider setting that defaults to 0 with a minimum of 0 and a maximum of 3, in increments of 1.

Unavailable: when in “time” mode.

The number of decimal places to display.

  Show Milliseconds

This is a Switch that defaults to off.

Unavailable: when in “number” mode.

When on, will display milliseconds as a decimal.

Text Colour,   Text Brightness,   Text Opacity,   Font

(See Text Displayer > Text Properties.)

  Text Box Properties

(See Text Displayer > Text Box Properties.)

  Border Properties

(See Text Displayer > Text Border Properties.)

  Alignment

(See Text Displayer > Alignment.)

  Settings

(See Text Displayer > Settings.)

  Inputs & Outputs

  Number Active

This is an Output, sending a  Boolean wire.

Outputs a signal while the gadget is powered. (See Dialogue Text Displayer > Inputs & Outputs.)

  # OR Gate Gadget

Most commonly used to send an “on” signal when at least one of the inputs are “on.” (Jj)

Tweak Menu

  Number of Ports

This is a Slider setting that defaults to 2 with a minimum of 2 and a maximum of 10, in increments of 1.

The number of used ports.

Inputs

This is a Many Inputs setting.

Multiple inputs used to find the highest value.

  Result

This is an Output.

Sends the received signal with the highest magnitude (is furthest from zero). If there is a tie, the value received through a lower input (further down the gadget) is chosen.

When a fat wire value is received, a fat wire is sent and all values are OR’d with the same position value (X with X, Y with Y) in the other input signals.

Note that a  Transform contains 8 components.

A fat-wire input with a lower number of components that the other inputs (eg. 2-number when there are other 3-number inputs) will be OR’d with the same position components in the other fat wires (X with X, Y with Y, and Z will not be OR’d).

A thin wire input will always be OR’d with all components of fat wires.

(Tg)

  # Possession Recorder Gadget

Records the outputs of a controller while possessing an object. If the object is a puppet, also records the position of that object over time.

When in recording mode, all electronics etc. are hidden. A   “count in” toggle dictates whether there will be a “3, 2, 1” countdown after possessing an object before time will run and it will begin recording.

If there is something recorded already, a red  Stop Recording” button will appear. Also a   “Retake” button can be used to delete the recording and start fresh.

All settings, how power affects playback, and timeline controls are the same as the action recorder. (See Gadgets > Action Recorder Gadget.) “Keep Changes” is off by default.

Scope in to this gadget: to enter recording mode.

  # Prize Bubble Gadget

Shows a metallic bubble. When the player collides with it, it “pops.” A bubble can contain a creation from the Dreamiverse.

An item picked up in this way will be available to the player in the “Prizes” tab (even if the object is private) when searching for an element to import into a creation. (Tg)

Note the homespace Prizes tab only allows access to prizes given my Media Molecule.

Tweak Menu

Item

This is a Dreamiverse Creation setting.

After the prize bubble is collected this  Element will be unlocked for the player to use in their own creations, even if that element is private.

Prizes that have been collected can be selected.

  Visible

This is a Switch that defaults to off.

When on, the bubble will be visible in the scene.

  Use Built-in Collection Sound

This is a Switch that defaults to off.

When on, the built-in popping sound will play when the bubble is collected.

  Collectable by Imp

This is a Switch that defaults to off.

When on, can be collected by grabbing it with the imp.

  Collectable by Possessed

This is a Switch that defaults to off.

When on, can be collected by colliding a possessed object into it.

  Force Collect

This is a Trigger Input.

When triggered, the prize bubble is collected.

  Just Collected

This is a Trigger Input.

Sends a pulse when the bubble is collected.

  # Puppet

Puppets are the basis for most characters in Dreams. They give you procedural walking, and basic actions like jumping. There are two kinds of puppet you can get from the gadgets menu: the basic puppet which is a tan colour (like wood), and the deluxe puppet which is a blue colour. Note that the deluxe puppet is the basic puppet, with extra logic added that you could build yourself. (Mm)

Procedural animations such as walking, and running—and jumping up, at the peak of a jump, or falling down for more complex puppets such as the deluxe puppet—are based entirely on how the puppet is moving. This works regardless of how the puppet is being moved. For example, if the puppet is being moved by using the left stick or by a mover gadget or some animation, they will all trigger the walking animations.

The puppet consists of a special kind of group, sometimes referred to by Mm as a “puppet heart.” Tweaking this group, or the purple base that appears when scoped into the puppet, will give you the special puppet tweak menu.

If you scope in to the puppet, you will see that each part of the puppet (head, limbs, etc.) is a separate sculpt. Those sculpts are joined by normal connectors. Though, again, these sculpts are a little special.

You can also use the stretch tool (without editing the sculpt itself) to adjust the proportions of the puppet. (Mm)

You can scope into these to edit those sculpts as normal, or to add objects into a group with that sculpt. (Mm)

Note that puppets will automatically die when they have fallen a set amount of in-scene distance. This is set in the Global Settings gadget.

If the run speed is set to equal or less than the walk speed, running is completely switched off.

If the run is enabled, the puppet transitions between the base settings to running-keyframed settings based on the magnitude of the puppet interface’s walk input between 0.95 and 1.

You can turn a regular puppet into a first-person puppet. By making the head invisible, adjusting its controller sensor’s camera distance, and turning on the “face camera” setting.

By default, puppets come with a “lean” functionality that allows the player to expressively look around with their character and bend their body by tilting the controller. Though this can be adjusted however you like. (Tg)

Puppets can fairly easily be converted into a first-person view. (Tg)

Basic Puppet

Contains:

A running pose.
Press   to de-possess.
A Health Manager.
Death when falling out of the scene or losing all health, and respawn on death.
Left stick to walk/run,   to jump, and  Motion Sensor to puppet lean.
Audio-surface sensitive sound effects for jumping, landing, and footsteps.

Deluxe Puppet

Contains the same features as the basic puppet, plus:

Jump poses for ascent, peak, and descent.
An idle pose.
Level complete victory pose.
While possessed, “Follow me,” “Look at me,” and “Possessed puppet” tags are powered.
While not possessed and time is running, auto jump is turned off and follow is turned on.

Walk Speed, Run Speed, and Procedural Animation

These settings control the speed of the puppet based on the magnitude of the “walk” input on a corresponding puppet interface (I will refer to this as the “magnitude”). By default, that input is connected to the left stick (camera-relative) on the controller that is possessing the puppet.

So if you push the left stick all the way to the outer edge on the controller, the magnitude is 1. If you let it stay in the centre, it is 0.

While moving, the maximum speed of the puppet is whichever is greater out of the walk and run speeds. This speed is modulated by the magnitude.

For example, at 0.97 magnitude it moves at 0.97 of its run speed. And at 0.5 magnitude it moves at half of the run speed. If the run speed is 10 m/s and the magnitude is at 0.5, the puppet will move at half of 10 m/s, which is 5 m/s.

While moving slower or equal to the set walk speed, the walk settings will be in effect. From above walk speed to the run speed, the settings will transition to the run settings. If the run speed is equal to or less than walk speed, the running settings will not come into effect.

For example, say the walk speed is 5 m/s, and the run speed is 15 m/s. The setting for “arm flail” is set to 0 for walking, and 100% for running. While the speed of the puppet is 10 m/s—halfway between its walk and run speeds—the arm flail will be at 50%—halfway between the walking arm flail and the running arm flail.
Note that in reality, this is most likely based on the magnitude value, and uses the ratio between walk and run speeds to figure out the transition. The explanation is still accurate, as the puppet speed and walk magnitude values are strongly linked.

Quick Edit

At the bottom of the Overall Movement, Upper Body Movement, and Lower Body Movement tabs a “Quick Edit” selector is shown with the following options:

  “Idle” activates when not walking or running.
  “Walk” activates when at walking speed.
  “Run” activates when moving faster than walking speed.
  “Jump Ascent” activates when moving up and not touching the ground.
  “Jump Peak” activates when not moving up or down and not touching the ground.
  “Jump Descent” activates when moving down and not touching the ground.

Clicking on one edits the oldest keyframe wired to that output from the   Puppet Interface.

Or while playing time, clicking on a Quick Edit pose will preview that pose as it would be procedurally animated.

  Overall Movement

  Walk Speed

This is a Slider setting that defaults to 2.5 meters per second with a minimum of 0 meters per second and a maximum of 100 meters per second.

The speed the puppet will move while walking at full strength.

  Run Speed

This is a Slider setting that defaults to 0 meters per second with a minimum of 0 meters per second and a maximum of 100 meters per second.

The speed the puppet will move while full running at full strength.

  Turn Speed

This is a Slider setting that defaults to 114.6 degrees per second with a minimum of 0 degrees per second and a maximum of 5729.6 degrees per second, in increments of 0.1 degrees per second.

In degrees per second. How fast the puppet turns whenever it needs to turn.

  2D Movement

This is a Switch that defaults to off.

When on, normal puppet controls can only move the character left and right on the scene’s X axis.

Works very similarly to a setup using a follower, which can be used for any object. (Tg)

  Face Camera While Idle

This is a Switch that defaults to off.

Unavailable: when 2D Movement is off.

When on, the puppet will turn towards the camera while possessed and idle.

  Face Camera Direction

This is a Switch that defaults to off.

When on, the puppet will turn away from the camera while possessed.

  Acceleration

This is a Slider setting that defaults to 10 meters per second squared with a minimum of 0 meters per second squared and a maximum of 1000 meters per second squared.

In meters per second per second. How quickly the puppet increases its speed.

  Deceleration

This is a Slider setting that defaults to 10 meters per second squared with a minimum of 0 meters per second squared and a maximum of 1000 meters per second squared.

In meters per second per second. How quickly the puppet reduces its speed.

  Jump Height

This is a Slider setting that defaults to 2 meters with a minimum of 0 meters and a maximum of 10 meters.

The height of a full jump.

A jump is triggered by a signal being sent into the “Jump” input of a puppet interface inside the puppet’s group. (See Puppet Interface > Jump.)

Note that if gravity is set to 0%, the puppet will be unable to jump.

The jump and double-jump can be made completely custom by implementing it use a mover and the animations will work just as normal. (Tg)

  Min Jump Height

This is a Slider setting that defaults to 25% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The minimum height relative to the Jump Height setting. As the jump signal continues, the puppet will keep getting heigher to a maximum of Jupm Height.

For example,   is wired to tell the puppet to jump using a puppet interface. If the player taps   for as short a time as they can, the puppet will reach the “minimum jump height.” If the player holds   until the puppet reaches the top of their jump, the puppet will reach “jump height.”

  Double Jump Height

This is a Slider setting that defaults to 0 meters with a minimum of 0 meters and a maximum of 10 meters, in increments of 0.1 meters.

How high the puppet will jump when told to jump while it is in the air. The puppet can only use this feature once while in the air until it stands on the ground again.

If set to 0 or Jump Height is set to 0, double-jump will not activate.

Note that if gravity is set to 0%, the puppet will be unable to double-jump.

  Gravity

This is a Slider setting that defaults to 150% with a minimum of 0% and a maximum of 200%, in increments of 1%.

How much effect the global gravity of the scene will have on the puppet.

  Air Control

This is a Slider setting that defaults to 75% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the puppet’s direction can be controlled while in the air. For example, if set to 0%, while the puppet is in the air any input by the player will not affect the puppet’s trajectory.

  Walkable Slope

This is a Slider setting that defaults to 30 degrees with a minimum of 0 degrees and a maximum of 90 degrees.

In degrees.

The puppet will slide off of any slopes that are steeper than this value.

  Sliding Friction

This is a Slider setting that defaults to 20% with a minimum of 0% and a maximum of 100%, in increments of 1%.

When the puppet is sliding down a slope it cannot walk up, dictates how fast the puppet will slide down it, or how “slippery” the slope appears to be.

  Lower Body Movement

  Slideyness

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

While accelerating, the legs procedural animation will act as though it is moving at some percentage of full speed. So if it takes a while to get going and the puppet has high slideyness, it will appear as though it is running on the spot.

  Skateyness

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Reduces the effect of the legs procedural animation.

  Match Floor Angle

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

While supported by a sculpt, how much will the puppet’s pelvis tilt (and therefore the rest of the puppet in most circumstances) to match the angle of the sculpt’s surface. High means the puppet will appear perfectly perpendicular to the surface. Low means the puppet will attempt to stay upright.

  Lean Into Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 0.1%.

How much the puppet will lean into a turn. Low means it will stay upright. High means it will lean hard into any turns.

  Feet Separation

This is a Slider setting that defaults to 40% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How far apart the feet will be when walking or running. Low means the puppet will walk one foot directly in front of the other.

  Bicycle Feet

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the feet move in a circular motion while walking, as if peddling a bicycle.

  Stompyness

This is a Slider setting that defaults to 40% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How high the knees get during the animation.

  T-Rex Tread

This is a Switch that defaults to off.

When on, at the back of the stride the leg will immediately pull forward, with the front of the stride rounding out. This means when a foot moves to the ground it is moving more vertically.

When off, at the front of the stride the leg will round out before moving forward and then comes closer to the ground. This means when a foot moves to the ground it is already close to the ground.

  Strideyness

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 0.1%.

How large each stride is. Low strideyness means the puppet will take tiny steps.

  Min. Stride Time

This is a Slider setting that defaults to 0.15 seconds, in increments of 0.01 seconds.

The minimum time each stride takes. Ensures the steps don’t get too short and quick for a larger, heavier, slower character.

  Centre of Gravity

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

Moves the pelvis’s at-rest position up or down.

  Bounciness

This is a Slider setting that defaults to 10% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the pelvis is moved up when a foot hits the ground. Negative will move the pelvis down when the foot hits the ground.

  Upper Body

  Motion Sensor Movement

This is a Slider setting that defaults to 40% with a minimum of 0% and a maximum of 100%, in increments of 0.1%.

How much the lean input of the puppet interface affects the lean of the puppet. (See Puppet Interface > Lean.) (Tg)

  Lean Lag

This is a Slider setting that defaults to 40% with a minimum of 0% and a maximum of 100%, in increments of 1%.

#

  Sassyness

This is a Slider setting that defaults to 13% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the shoulders and hips rotate in opposite directions to each other.

  Sway

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the puppet leans side to side from the hips as steps are taken.

Better with higher foot separation or a wider pose for the feet.

  Lumberingness

This is a Slider setting that defaults to 5% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the shoulders lean side to side as steps are taken.

  Stiffness

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the spine (specifically, joint between the belly and chest) ignores the breathyness setting.

  Arm Vigour

This is a Slider setting that defaults to 40% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the arms rotate forward from the hands while walking.

  Arm Flail

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the arms rotate at the shoulders while walking.

  Springiness

This is a Slider setting that defaults to 30% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How floppy the joints are. Similar to joint springiness but does not affect the joint settings themselves.

  Breathyness

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How much the puppet is affected by the breathing rhythm of approxinamtely 3.8 seconds (from starting to breathe in, to breathing out completely and starting a new cycle).

  Body Structure

Many Object Link buttons with the   icon. Associate each with the corresponding body part to have procedural animations act on that body part.

If a part is not associated, it will appear faded.

If a part is associated or it cannot lead back through other properly linked parts to the pelvis it will not be affected by the procedural animations and the button will appear greyed out.

  Behaviour

  Auto Jump

This is a Switch that defaults to off.

When on and moving across the ground towards a hole that the puppet can jump over at its current speed and jump height setting, it will jump.

  Auto Look

This is a Switch that defaults to off.

When Procedural Animation is on, allows the Look At settings to work.

If there is no tag target found for the Look At setting, the head will look towards the imp while the imp is close enough and in front of the head.

  Follow

This is a Switch with Detected Name setting, looking for tags.

When on, the puppet will move towards the closest powered tag with the correct name within range until it is within the minimum distance. (Tg)

The tag is not considered “detected” while being targetted by this setting.

To make a puppet flee from a tag instead of follow it, Follower and Rocket Rotator gadgets and can be used instead. (Tg)

  Inner Radius (follow)

This is a Slider setting that defaults to 2 meters with a minimum of 0 meters and a maximum of 10000 meters.

The minimum distance from the target tag to reach.

  Outer Radius (follow)

This is a Slider setting that defaults to 10 meters with a minimum of 0 meters and a maximum of 10000 meters. At 0, has infinite range.

The maximum distance a tag can be to be targetted.

  Turn Towards

This is a Switch with Detected Name setting, looking for tags.

When on, the puppet will turn to face the closest powered tag with the correct name within range. The “front” of the puppet is denoted by the point of the purple base within the puppet group.

Overrides the received Turn to Face direction.

  Outer Radius (turn towards)

This is a Slider setting that defaults to 10 meters with a minimum of 0 meters and a maximum of 10000 meters. At 0, has infinite range.

The maximum distance a tag can be from the puppet to be targetted.

  Look At

This is a Switch with Detected Name setting, looking for tags.

When on and Auto Look is on, the puppet’s head will turn to look at the closest powered tag with the correct name within range.

  Outer Radius (look at)

This is a Slider setting that defaults to 10 meters with a minimum of 0 meters and a maximum of 10000 meters. At 0, has infinite range.

The maximum distance a tag can be from the puppet to be targetted.

  Procedural Animation

This is a Switch that defaults to on.

When on, Auto Look, Procedural Walk, and Procedural Jump can work.

  Procedural Walk

This is a Switch that defaults to on.

When on and Procedural Animation is on, walking and running will be animated automatically, and Prcedural Jump can work.

  Procedural Jump

This is a Switch that defaults to off.

When on and Procedural Walk and Animation are on, jumping will be animated automatically.

  Physical Properties

A puppet has a special “pill” shape for the collision of a puppet used not for colliding with the ground but with other objects. To preview this shape, hover over any of the collision shape settings.

  Visible,   Movable,   Collidable

(See Sculpt Tweak Menu > Physical.)

  Collision Shape: Vertical Position

This is a Slider setting that defaults to 80% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How far up from the ground (purple base) the pill shape begins.

  Collision Shape: Height

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 1000%, in increments of 1%.

How tall the pill shape is from end to end. As the width is a radius measured from the centre, the pill has a minimum height relative to the set width.

  Collision Shape: Width

This is a Slider setting that defaults to 120% with a minimum of 0% and a maximum of 1000%, in increments of 1%.

The radius of the collision pill shape.

  Density

(See Sculpt Tweak Menu > Density.)

  Collision Labels

(See Sculpt Mode > Collides With.)

  Labels

(See Sculpt Tweak Menu > Labels.)

  Audio

(See Timeline > Volume & Channel.)

  # Puppet Interface Gadget

Sends commands and receives data from the puppet group the gadget is inside. (Tg)

  Inputs

  Walk

This is an Input, accepting a  Left/Right Stick wire.

Tells the puppet to move in a direction, as well as how fast. The speed the puppet will actually move is dictated by its walk and run settings.

  # Turn to Face

This is an Input, accepting a 3 Numbers wire.

Tells the puppet to face a particular direction (not a position to look towards). (Tg)

  # Lean

This is an Input, accepting a 3 Numbers wire.

Tells the puppet to rotate its head to a certain angle. (Tg)

  Go Forwards

This is an Input.

Tells the puppet to move in the direction it is facing. The speed the puppet will actually move is dictated by its walk and run settings.

  Go Backwards

This is an Input.

Tells the puppet to move away from the direction it is facing without turning away. The speed the puppet will actually move is dictated by its walk and run settings.

  # Jump

This is an Input.

Tells the puppet to jump.

If the puppet is currently in the air, has a non-zero double-jump height, and has not double-jumped since leaving the ground, the puppet will perform a double-jump.

  Outputs Page 1

  Jumped

This is a Trigger Input.

Sends a pulse when the puppet jumps from on the ground because of an input into a puppet interface’s “jump”. The fat wire represents a collision with the surface the puppet left when jumping.

  Double Jumped

This is a Trigger Input.

Sends a pulse when the puppet jumps again after jumping from the ground, if the settings allow a double-jump.

  Landing Impact

This is a Trigger Input.

Sends a pulse when the puppet’s feet land onto a collidable surface.

Using this, fall damage can easily be implemented. (Tg)

  Predicted Landing Impact

This is an Output, sending a  Number wire.

The force the puppet is predicted to land with. Useful for triggering effects if the landing could be harmful.

  Fell Out of Scene

This is an Output, sending a  Boolean wire.

Sends a signal if the puppet has nothing below it within the scene’s maximum fall height that it can collide with. (See Gadgets > Global Settings Gadget.)

  Distance from Ground

This is an Output, sending a  Number wire.

Sends the distance of the nearest object the puppet can collide with below the puppet.

  Walking Strength

This is an Output, sending a  Number wire.

Sends the percentage of the puppet’s walking speed the puppet is moving at, minus the running strength.

This means as you go faster you'll approach 1 as the speed nears the walking speed. But if the puppet has a running speed greater than the walking speed, it will go back down to zero as it approaches the running speed.

  Running Strength

This is an Output, sending a  Number wire.

Sends the percentage of the puppet’s running speed the puppet is moving at.

  On Ground

This is an Output, sending a  Collision wire.

Sends 1 if the puppet is standing on a collidable object. Sends 0 if the puppet’s feet are in the air. Sends something in between while walking.

  Left Heel Strike

This is a Trigger Input.

Sends a pulse when the puppet’s left heel steps on a surface the puppet can collide with.

  Right Heel Strike

This is a Trigger Input.

Sends a pulse when the puppet’s right heel steps on a surface the puppet can collide with.

  Foot Impact

This is a Trigger Input.

Sends a pulse when either foot’s heel steps on a surface the puppet can collide with.

  Outputs Page 2

  Velocity

This is an Output, sending a 3 Numbers wire.

The speed the puppet is moving.

  Acceleration

This is an Output, sending a 3 Numbers wire.

The acceleration of the puppet.

  Deceleration

This is an Output, sending a 3 Numbers wire.

The deceleration of the puppet.

  Lean Speed

This is an Output, sending a  Number wire.

The velocity of the puppet’s lean.

  Upper Body Movement

This is an Output, sending a  Number wire.

The velocity of the puppet’s upper body movement.

  Lower Body Movement

This is an Output, sending a  Number wire.

The velocity of the puppet’s lower body movement.

  Foot Scrape Amount

This is an Output, sending a  Collision wire.

When the puppet has skateyness, sends a signal representing how much the feet are sliding across the surface.

  Jump Ascent

This is an Output, sending a  Number wire.

Sends a value while the puppet is not on the ground and is rising. While it has velocity upward, sends 1. As the upward velocity decreases, sends a lower value.

  Jump Peak

This is an Output, sending a  Number wire.

Sends a value while the puppet is not on the ground and has close to zero upward velocity. The closer upward acceleration is to 0, the closer the sent value is to 1.

  Jump Descent

This is an Output, sending a  Number wire.

Sends a value while the puppet is not on the ground and is falling. While it has velocity downward, sends 1. As the downward velocity decreases, sends a lower value.

  Sliding

This is an Output, sending a  Number wire.

Sends an “on” signal while the puppet is losing grip on a slope that is steeper than it can walk on.

  # Randomiser Gadget

Sends a signal to a random output port. Similar to a selector.

Outputs a signal to one of many outputs. (Jj)

Tweak Menu

  Input to Randomise

This is an Input.

If a wire is connected, whatever signal is sent to this port will be sent out to the currently selected output port.

If no wire is connected, an output of 1 will be sent.

  Randomise

This is an Input.

When it first receives signal, which output port is selected will be randomised.

  Output Count

This is a Slider setting with a minimum of 2 and a maximum of 10.

The number of output ports to be randomly selected between. Each port has a 1 in (output count) chance of being selected each time the gadget is randomised.

Note that you can have ports empty, and have the count be higher than the number of ports actually used. This can be useful for adding in random moments of nothing being selected.

Randomise Mode

This is a Selector setting.

Constrains on the order in which channels will be randomly selected.

This selector has 3 options:

 No Repeat: (default) will not allow the same port to be selected twice in a row.

 Shuffle: will play back the same order of unique selections each time the scene is begins. It will also loop through this order if randomised more times than the output count. Similar to a “seeded” random generator, or shuffling a music playlist.

 True Random: will select a random port every time, even if the same port is selected twice in a row. Note that if the same port is selected twice in a row the signal will simply continue to be sent with no break.

Outputs

This is a Many Outputs setting.

The active channel sends an “on” signal (1).

Or if there is a wire connected to the “Input to Randomise” input, that value is sent from the active channel.

  Active Port

This is an Output, sending a  Number wire.

Sends the index of the currently selected port. (Tg)

Note that this index is zero-based. So if the first port is selected, a 0 signal will be sent. If the second port is selected, a 1 will be sent.

  # Rocket Rotator Gadget

Rotates the attached object around its center of mass to “face” the direction it is moving in.

Note, by using a connector the joint will set the pivot point around which the rotator will rotate the object.

  Properties

  Rotation Speed

This is a Slider setting that defaults to 180 degrees per second with a minimum of -9999.9 degrees per second and a maximum of 9999.9 degrees per second.

The target rotation speed when moving to the desired angle.

  Stay Upright

This is a Switch that defaults to off.

When on, will also try to not let the object “roll” but only “look” left, right, up, and down.

  # Rotation Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to rotate the affected object(s) against other forces such as inertia, gravity and collisions.

  Overall Damping

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to reduce undesired rotation.

  Strength Specifics

  Strength in X,   Strength in Y,   Strength in Z

This is a Slider setting that defaults to 100 percentage.

Affects the strength differently for each axis of rotation. (See Rocket Rotator > Rotation Strength.)

  Outputs

  Affected Object(s)

This is an Object Output setting.

The objects to affect the rotation of.

  # Rotation Sensor Gadget

Senses rotation of the attached object.

This gadget has a gizmo: An unmovable location marker at the centre-of-mass of the linked object.

When “Local Space” is on, shows axes that may be rotated.

Note that outputs are in radians. 180 degrees = Pi radians

  Important Properties & I/O (Input and Output)

  Angular Velocity (Overall)

This is an Output, sending a  Number wire.

The positive angular velocity in radians of the fastest-rotating linked object.

Unsigned, meaning it’s always a positive number.

  Angular Velocity (X Axis),   Angular Velocity (Y Axis),   Angular Velocity (Z Axis)

This is an Output, sending a  Number wire.

The angular velocity in radians for the corresponding axis. Where there are multiple linked objects, this is OR#’d and the value furthest from 0 is used.

Signed, meaning it will be positive when rotating in one direction and negative when rotating in the opposite direction.

  Local Space

This is a Switch that defaults to off.

While on, the gadget will use its own axis orientation instead of the scene’s axes for judging rotational speed.

  Relative to Object

This is an Object Link setting.

Rotation will be judged relative to the linked object.

For example, while the sensed object is rotating at 45 degrees/second and the reference object is rotating at 45 degrees/second, 0 will be output. If the reference object were rotating at 30 degrees/second, 0.261799 (-15 degrees) will be output.

  Outputs

  Angular Acceleration (Overall)

This is an Output, sending a  Number wire.

Sends the magnitude of all rotational acceleration (change in velocity).

  Angular Acceleration (X Axis),   Angular Acceleration (Y Axis),   Angular Acceleration (Z Axis)

This is an Output, sending a  Number wire.

Sends the rotational acceleration of the corresponding axis.

  Micellaneous I/O (Input and Output)

  Sense Rotation

This is an Object Input setting.

The object or objects to sense the rotation of.

  Orientation

This is an Output, sending a  Rotation wire.

Sends the object’s current orientation.

  # Rotator Gadget

Rotates the linked object around its centre of mass.

Note, by using a connector the joint will set the pivot point around which the rotator will rotate the object.

This gadget has a gizmo: positioned at the centre of mass of each affected object. This gizmo shows X, Y, and Z axes coming out of it. A circle is shown to indicate the axis the object will rotate around. And a stalk with a movable nub at the end is used to adjust this rotation axis.

  Properties

  Rotation Speed

This is a Slider setting that defaults to 180 degrees per second with a minimum of -9999.9 degrees per second and a maximum of 9999.9 degrees per second.

The target speed of the rotation. (Jj)

  Rotation Strength

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to overcome physics while increasing its rotation to the target speed, such as the object’s inertia due to mass, gravity, friction, etc. (Jj)

  Overall Damping

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The gadget’s ability to slow the rotation of the object when it is rotating too fast. (Jj)

  Local Space

This is a Switch that defaults to off.

When on, the rotation axis changes orientation with the gadget. When off, the rotation axis stays the same relative to the overall scene.

  Damping

The gadget’s ability to slow rotation to the target speed.

  Damp in X,   Damp in Y,   Damp in Z

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Overall damping is multiplied for each axis.

  Rotator Direction Damping

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

A percentage of overall damping is used on the rotational axis of the gadget.

  Inputs & Outputs

  Affected Object(s)

This is an Object Output setting.

All linked objects will be affected by this gadget.

  Direction of Rotation

This is an Signal Input and Output, using 3 Numbers wires.

The direction vector around which linked objects will rotate.

Does not work while Local Space is on.

  # Ruler Gadget

Shows a rectangular transparent box in edit mode only. Used to measure distances for jumps, etc.

Also good for orienting yourself in a scene—for example, to help make sure rolling hills are still walkable.

Tweak Menu

  X,   Y,   Z

This is a Slider setting with a minimum of 0 meters and a maximum of 10000 meters, in increments of 0.1 meters.

Three sliders dictating the size of the ruler in meters.

  # Rumbler Gadget

Rumbles the DS4 controller. Though in most cases, less is more. (Tg)

The amount of power received by this gadget affects its behaviour: The intensity of the rumble is multiplied by the power received.

While on a timeline: Has fade-in and fade-out handles.

Tweak Menu

  Left Motor

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The strength of the rumble of the left motor in the controller. This is the stronger of the two rumbles.

  Right Motor

This is a Slider setting that defaults to 50% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The strength of the rumble of the right motor in the controller. This is the more subtle of the two rumbles.

  Test Rumble

This is an Editor Mode Button.

Press it once to preview the gadget’s rumble settings for 2 seconds, even when powered off.

  # Score Gadget

Stores the current score, and can post it to a scoreboard of the same name. (Jj) To set the name of the scoreboard in the dream the scene is in, edit the name of the gadget itself. This name will also be used to define which score should be modified when using the score modifier gadget.

Tweak Menu

  Initial Score

This is a Slider setting.

The initial score before it has been modified.

  # Current Score

This is an Output, sending a  Player Info wire.

Sends the current score. (Jj)

If multiplayer is on, sends a fat wire of the “player info” type, containing each player’s current score. (Jj) (See Wire Types.)

  Multiplayer

This is a Switch that defaults to off.

Splits each player’s score into a separate post to the scoreboard. Affects how score posting, output, and modification works.

If you want to have the score be counted as many players working together, leave this setting off so that it’s just a single score. (Jj)

  Score Increased

This is a Trigger Input.

Sends a pulse when the score has increased. (Jj)

  Score Decreased

This is a Trigger Input.

Sends a pulse when the score has decreased. (Jj)

  Post Score

This is a Trigger Input.

When triggered and playing this scene from inside an uploaded dream, posts the score to the dreamiverse. (Jj) If the score posted is the best on the scoreboard, a notification will say they beat the high score. If a player’s score is posted that’s better than their previous high score a notification will say they beat their own score.

If the version of the dream you are currently playing is uploaded privately but it has been uploaded publicly at some point, then no scores will be posted.

If a score is posted for a player that is “better” than a score previously posted by that player—as defined by the scoreboard settings in the dream—a notification will pop up announcing their new high score. (See Scoreboard > “Better score is…”.)

If the version of the dream is private but it has been uploaded publicly at some point, then this message will only appear if there has already been a score of the same name posted to the public version. Also, the message will add that the score has not been posted because you are not playing the released version of the dream.

When multiplayer is on, if the “post score” input receives a signal that is a  Player Info fat wire, only players for whom the corresponding player info signal is non-zero will be posted. (Jj) (Jj) However, if a simple “on” (1) signal is sent to this input, all stored scores will be posted. (Jj) (See Wire Types.)

  # Score Modifier Gadget

Accesses the current score, normally based on the set Operation Value. (Jj)

When the associated score gadget has “multiplayer” on, you can power a modifier with different values for each player by using a fat wire of the “player info” type, to have them affect those players’ scores. (See Wire Types.) (Jj) (Jj)

Tweak Menu

Score Name

This is a Detected Name setting, looking for scores.

The name of the score to modify. You can cycle through all named score gadgets in the scene by hovering over the text box and pressing up/down on the d-pad.

Operation Type

This is a Selector setting.

How the modifier will affect the current score.

This selector has 4 options:

 Set: (default) will set the score’s value to the Operation Value. (Jj)

 Get: will get the score’s current value without changing it. (Jj)

 Add: will add the Operation Value to the score. (Jj)

 Reset: will set the score to its initial value.

Update Type

This is a Selector setting.

Unavailable: when in “Get” mode.

Dictates when the score will update while powered.

This selector has 2 options:

 When Powered: (default) will modify the score when the gadget is first powered.

 Continuous: will constantly modify the score each frame while the gadget is powered. (Jj)

  Operation Value

This is a Slider setting.

The number to use to modify the score, based on the current Operation Type.

  Current Value

This is an Output, sending a  Player Info wire.

Unavailable: when not in “Get” mode.

Outputs the same as the Score gadget’s Current Score output.

  # Selector Gadget

Outputs a signal to one of many outputs. (Jj)

When in “passthrough” mode, the signal sent is taken from the active port’s input. If the active port has an input, that value is sent. If the active port does not have an input, 1 is sent.

When not in “passthrough” mode, 1 is sent.

Tweak Menu

  Selection Count

This is a Slider setting that defaults to 2 with a minimum of 2 and a maximum of 10, in increments of 1.

The number of selections used.

Selections

This is a Many Inputs and Outputs setting.

Labelled as A - J. Selections beyond the port count are greyed out.

A selection’s output port sends an “on” signal, while selected. If “passthrough” mode is active and a wire is connected to the input of a channel, that received value will be sent out of the channel while it is the active channel.

If nothing is wired into the “active port” input and the signal send into a channel becomes positive, this triggers that channel to become the active channel.

Note that if the signal started positive from the start of the scene, it didn’t “become” positive and so will not trigger this change. To do this from the start fo the scene will require at least 1 frame where the signal is non-positive, and then 1 frame where the signal is positive. This can be done using a timeline. (Tg)

  Next Selection

This is a Trigger Input.

Changes the current selection to the next one in the list. If this would go beyond the selection count, the current selection will be the first one.

  Previous Selection

This is a Trigger Input.

Changes the current selection to the previous one in the list. If this would go beyond the first selection, the current selection will be the last one.

  Passthrough

This is a Switch that defaults to off.

Sets the gadget to “passthrough” mode.

  Active Port

This is an Signal Input and Output, using  Number wires.

Gets or sets the currently selected selection. The input value is rounded down (floored) to choose which channel is selected. Note, however, that the channel numbers begin at 0; so A = 0, B = 1, etc. If a negative value is received, the first channel becomes active. If a value greater than the last channel is received, the last channel becomes active. (Pk) (Tg) (Tg)

  # Signal Generator Gadget

Generates a signal that changes over time. (Pk) The signal is based on a sine wave, though you can get different shapes to the signal depending on the settings. (Overview of all features (Tg)

A “sweep” is defined as the values generated from a minimum to a maximum or maximum to a minimum.

The max and min value ranges are tied into a single 4-value input and output.

Tweak Menu

  Signal

This is an Output, sending a  Signal wire.

Sends the current value of the generated signal.

  Sweep Seconds

This is a Slider setting that defaults to 1 seconds with a minimum of 0 seconds and a maximum of 10000 seconds.

How long it takes to go through a single sweep of values.

  Phase Offset

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Moves through 0 - 1. How long it takes to do this is dictated by the sweep seconds setting.

   Pause Time Range

This is a Pair of Range Sliders setting with a minimum of 0 seconds and a maximum of 10000 seconds. The minimum slider defaults to 0 seconds, and the maximum slider defaults to 0 seconds.

This dictates how long the signal will “hang” at the highest and lowest values. (Tg)

  Max Value Range

This is a Pair of Range Sliders setting with a minimum of -10000 and a maximum of 10000. The minimum slider defaults to 1, and the maximum slider defaults to 1.

Contains a range slider pair for the maximum value range.

This dictates the highest value reached by a given sweep.

  Min Value Range

This is a Pair of Range Sliders setting with a minimum of -10000 and a maximum of 10000. The minimum slider defaults to 0, and the maximum slider defaults to 0.

Contains a range slider pair for the minimum value range.

This dictates the lowest value reached by a given sweep.

Signal Wave

This is a Graph setting.

A non-interactive representation of the shape of the curve over time.

  # Signal Manipulator Gadget

Manipulates input signals in various ways, and outputs them again.

On the face of the gadget two bars are shown representing the original input value and the manipulated output value scaled according to their ranges. (Jj) (Jj)

Tweak Menu

  Input/Output

This is an Signal Input and Output.

The input to be manipulated and the manipulated output. These inputs and outputs are shown on the gadget.

Remapper Mode

This is a Selector setting.

Dictates the high-level way input signals are manipulated.

This selector has 4 options:

 Smoothing Only: (default) Does nothing extra to manipulate the values itself. (Jj) (Jj)

Outputs the same fat wire type as the input.

 Pulse On Input On: will send a pulse of 1 when the input becomes more than or equal to 1, or less than or equal to -1. (Jj) (Jj) (Tg)

Outputs a  Number.

 Invert: Maps the input range from 0 to 1 into the output range 1 to 0. Another way to look at it is it subtracts the input from 1. (Jj) (Jj)

For example, -0.2 becomes 1 - -0.2 = 1.2, and 0.7 becomes 1 - 0.7 = 0.3.

Outputs the same wire type as the input, and manipulates each fat-wire value individually.

 Custom Remapper: allows you to manipulate the signal more specifically, using a number of other settings. (Jj) (Jj)

Remap Thresholds

This is a Graph setting.

Unavailable: when not in “Custom Remapper” mode.

This is a line graph representation of the input signal on the left and output signal on the right. The input signal will be squashed or stretched to fit into the output range. (Tg)

On both sides there are “maximum” and “minimum” horizontal lines. Drag these using   to adjust them. While “Edge Mode” is set to “none” (the default), the input value will be identified relative to the input max/min and mapped to the output max/min. (Jj) Adjustment using up/down on the dpad works on these values.

For example, the input range is 1 - 2, and the output range is 10 to 20, and an input value of 1.5 is received. This is halfway through the input range. So the halfway mark of the output range is found, which is 15. So the value 15 is outputted.
Now say the input -1 is received. This is -1 through the input range. The same -1 position in the output range would be -10. So the value -10 is outputted.

There are two buttons on the graph.

“Learn Input Range” is over the input side of the graph, and appears when time is running or paused. While held, the maximum and minimum values will be adjusted to include the range of values currently shown in the input graph. So when clicked, it will use whatever values are in the graph at that moment and adjust for those. (Tg)
“Invert Input” is to the right of the graph. Click this to flip the minimum and maximum of the output range settings.

# Remap Curve

This is a Graph setting.

Unavailable: when not in “Custom Remapper” mode.

Shapes the output curve when the value would normally be beyond its range limits. A special button that displays the name of the shaping mode, as well as a preview of how the outputted curve will be affected by it. Click on it with   will cycle through the following modes:

“No shaping” does not shape the curve at all. This means that if the input is beyond the specified range, the output will still be scaled relative to the output range. This means the output can be beyond the limits of the specified range. This is the behaviour for other remapper modes also. (Jj)
“Flip values below Minimum” will invert values that would be below the output range’s minimum. For example, if the output range minimum is set to 1, and the value would be 0.2, the difference (-0.8) would be added to the output range minimum before outputting the value, sending 1.8 instead. Note that if the value would be above the range maximum, those values will be unaffected. (Jj)
“Clamp values” ensures all values output are within the range. Any values that would be above the maximum or below the minimum will snap to the range maximum and range minimum instead. (Jj)
“Ease in” causes values to be multiplied by how far they are away from the range minimum towards the range maximum. Values beyond the range minimum are clamped to the range minimum. If you wire up a value that increases over time, the output will appear to increase slower than normal until it reaches “full speed” near the range maximum.
“Ease out” uses a similar algorithm to “Ease in” but compares to the range maximum instead.
“Ease In & Out” uses a combination of “Ease in” and “Ease out” to slow at the range minimum and maximum. Also clamps beyond the range minimum and maximum.
“Threshold” will output the range maximum if the value is equal to or greater than the range maximum. Otherwise it will output the range minimum. (Tg) (Jj)

  Smooth Rise,   Smooth Fall

This is a Slider setting that defaults to 0 seconds with a minimum of 0 seconds and a maximum of 10000 seconds.

When the output would become a larger number, the output “eases out” to that value over the “Smooth Rise” duration.

When the output would become a smaller number, output “eases out” to that value over the “Smooth Fall” duration. (See Signal Manipulator > Remap Curve.)

(Jj) (Jj) (Tg)

Renamed when in “Pulse” mode.

  Freeze Output

This is a Switch that defaults to off.

While on, the output value will not change, but whatever the output was at the moment this was turned on will continue to be sent. (Jj) (Jj) (Tg)

The fact that you can freeze many values at the same time means you can store many values in a single signal manipulator, which if used correctly can save you a lot of thermo.You can even use a destroyer to destroy other gadgets that generated these signals once they’ve served their purpose. (Jj)

Edge Mode

This is a Selector setting.

Special ways of reacting to “edges.” An “edge” is marked by a value going from non-positive to positive (an “on” edge), or positive to non-positive (an “off” edge). (Tg)

Note that the toggle function will start at “off,” sending the output minimum.

This selector has 7 options:

 None: (default) will not use any edge features.

 Pulse at ON: will pulse when an on edge is received.

 Pulse at OFF: will pulse when an off edge is received. (Tg)

 Pulse at ON or OFF: will pulse when an on or off edge is received. (Tg)

 Toggle at ON: will toggle between sending the output maximum and minimum when an on edge is received.

 Toggle at OFF: will toggle between sending the output maximum and minimum when an off edge is received.

 Toggle at ON or OFF: will toggle between sending the output maximum and minimum when on on or off edge is received.

  Bypass

This is a Switch with no Input setting.

A number of switches, one for each value of the input wire. So if the input is a fat wire with multiple values, there will be one switch for each value carried by that fat wire. Also shows “nested” values such as a  Transform’s position X value. (Jj)

When active, input values will be passed directly to the output without manipulation. (Jj)

Can be changed during play using a keyframe. (Tg)

  # Sound Gadget

A sound gadget can only be made by making a new recording. (See Sound Mode > Record Audio.)

A “slice” is the name for a sample of an audio recording.

Anywhere in the sound’s tweak menu where you see the waveform of the recording, while the sample is being played, circles appear and move along the sample. These represent each part of the sample that is currently being played.

You can set a “Spicy” state of the instrument settings, much like a keyframe. Hold   and adjust the settings. Now when performing, use   to interpolate between the non-spicy settings and the spicy settings. (Mm) To remove spiciness from a setting, use   on it (Mm). Note that if a slider has been split into a range, that range size will hold for the spicy and non-spicy setting. (Mm)

Note that some tabs have a large circular “on” button at the top for that entire tab. Remember to turn it on, or none of those settings will be in effect.

“14 tabs on the tweak menu? What the hell?!” —People inside Media Molecule (at first). (Mm)

Sound gadgets can be used outside of a timeline, and powered by logic to play them. (Tg)

Using shift +  on any sound gadget’s windows or to open the gadget’s window will change the mode to Sound Mode.

Scope in to this gadget: open the sound window (see below).

The amount of power received by this gadget affects its behaviour: The received power multiplies the Volume of the output.

While on a timeline: Has fade-in and fade-out handles.

When moved onto a timeline, the playback speed will be set to that of the timeline.

Window

Here, you can manipulate what is played when the gadget is activated.

The piano roll view is only available for sound gadgets in instrument mode.

Along the top-left are 3 buttons:

Metronome: When this switch is on, a metronome will play as the clip plays.
Count In: When this switch is on, a 1, 2, 3, 4 count-in will sound in the same style as the metronome. (Mm) Note that switching on this flag automatically switches on the metronome also.
Clear Recording: Use this button to delete all recorded notes in the gadget. Only available when there is something recorded.

As well as the 3 buttons along the top-right that are a part of all windows in Dreams, there are 3 extra buttons that change the window to the Performance, Piano Roll, or Slice Mapper view.

  Performance View

When first opening the window, the view defaults to performance mode. (Mm) If this view had been previously changed to a different one, that view will be opened instead.

When changing to the performance view, you will be taken into performance mode, so that you can play in the window. (See Sound Mode > Perform.)

Notes that have been recorded will appear in the performance window as lines where those notes where performed. They will be thinner where the volume is quieter and thicker where the volume is louder. While holding a note,   or secondary   and   increases the volume of the entire note until the whole note is full volume. And   or secondary   and   decreases the volume until the whole note is the minimum volume.

A note’s colour is light blue, but shifts towards purple depending on how “spicy” it is. (See Gadgets > Sound Gadget.)

Effect field gadgets can be brought into the performance window. These fields will take effect while a note is being played within its influence, as shown by a circular colour around the gadget. (Tg) Sound gadgets can be brought into the performance window also. These work the same way for performance but have a rectangular shape. (Tg) Note that effect fields and notes within such instruments will not be triggered while inside a containing performance window.

  # Piano Roll View

A piano roll lets you manipulate notes recorded in performance mode, as well as new ones.

To the left of the window is a bar displaying all notes, or if it’s more of a series of samples like a drum kit, it will display icons for each d-pad and face button corresponding to which buttons play which sample in performance mode. You can click on these buttons to preview the sound they make.

In the main window, the notes are displayed as lines going from left to right which shows when they will begin and end—much like in a timeline. Hovering over the main window will show the letter notation for the rows, to the right of the nearest bar mark.

You can drag notes around like you would drag objects around in the scene. Dragging from the right edge of a note lets you change its length. Note that there is no way of changing a note’s length from dragging from the left edge.

You can clone and multi-clone notes as you would in the scene.

(Mm)

# Slice Mapper View

The slice mapper shows all audio samples the instrument uses, and allows adjusting settings for these slices such as the note it represents, the spiciness it will activate on, and where the slice begins and ends. (Tg)

You can drag existing instruments or sound gadgets into the slice mapper to add those slices to the gadget. (Bg)

Slices can have spiciness set, so that they are only used when the note that is being played is closer to its own spiciness setting than other slices’ spiciness settings. This means that depending on the spiciness of the note, different groups of samples can be used even from the same instrument. (Bg)

If Slice Keytracking is enabled, slices can have a note assigned to them.

If Multilanguage on, slices can have a language assigned to them. (Tg)

Slice Selection

Each time a slice is required to play, the slices are filtered down to an acceptable set depending on the circumstances to find which slice to use using the following requirements:

If the Multi-language setting is on and there are slices that are marked as the same language as the player’s PS4 settings, only those slices can be played.
Only slices with a spiciness setting closest to the current Spiciness setting can be played. Note that if the spiciness changes halfway through and the currently playing slice is no longer the among the slices with the closest spiciness setting, that play will cut out. If powered with a  Music wire or playing a note in instrument mode, its spiciness setting will be used for comparison instead.
With Row Mapping enabled:
With Slice Keytracking enabled:
If there is only one allowed slice remaining, that one is selected. While there are more than one allowed slices remaining the following steps filter them down further, in order:

  Sound Tab

  Volume

This is a Split Slider setting.

The volume of each note played. (Tg) (Tg)

# ADSR (Attack, Decay, Sustain, Release)

This is a Graph setting.

This controls the fade in or fade out of each playthrough. (Mm) The acronym stands for: Attack, how long it takes to get to full volume; Decay, how long it takes to get from full volume to the sustain volume; Sustain, the volume level the slice will play at until released; Release, how long it takes for the slice to fade out. (Tg)

  Speed/Tempo

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 200%, in increments of 1%.

Unavailable: when in “Sound Effect” mode.

The speed the recorded notes will play at. Doesn’t affect how the slices sound, only how quickly it will play through the notes. (Tg)

# Start Time Offset

This is an Audio Slice Graph setting.

Where playback will begin, a percentage through each slice. (Tg) (Mm)

The Split Slider controls work with this setting.

Clip Playback Mode

(See Action Recorder > Playback Mode.)

How the clip’s playback will react to being powered. (Tg)

Note, this has no “ping-pong” mode.

Slice Playback Mode

(See Action Recorder > Playback Mode.)

Slice playback mode affects how the slice moves through the sample while playing.

Once and Sustain modes limit the maximum duration in a timeline to the length of the clip. Loop and Sustain modes will allow you to drag the clip beyond the clip’s normal duration, showing show faded repeats of the clip.

# Sound Type

This is a Selector setting.

When in sound effect mode, a slice begins when the gadget is powered, and ends when the gadget is unpowered. When in instrument mode, a slice begins when a note starts, and ends when that note ends. Note that multiple slices may play at once from the same gadget, depending on the settings.

This selector has 2 options:

 Sound Effect: (default) This type has no unique features. It simply plays one of its slices when it receives power.

 Instrument: This type has the unique feature of allowing you to play the same sound clip at different pitches using the performance mode or the piano roll. (Mm) (Tg)

  Pitch Tab

Adjusts the speed of the note played, resulting in a higher or lower pitch.

Note this does not affect which slice is selected. For example, a slice is marked as C4 and another marked as C#4. When a C4 note is played, the C4 slice will be used. If the instrument has a coarse pitch shift of +1 semitone, the C4 slice is still used but played the equivalent of one semitone higher.

  Coarse Pitch Shift

This is a Split Slider setting.

Adjusts the speed clips are played by full semi-tones. (Tg)

When a random range is added, any non-integer value can be used for a given note, not just whole semi-tones.

  Fine Pitch Shift (Cents)

This is a Split Slider setting.

Tunes the notes played by a percentage of 1 semi-tone. (Tg)

  Home Octave

This is a Slider setting that defaults to 4 with a minimum of 0 and a maximum of 9, in increments of 1.

Dictates which octave is default in performance mode. (Tg)

  # Glide

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

When performing overlapping notes and the Legato setting is on, this decides how long it takes to pitch bend to the next note.

  Random Note Drop

This is a Split Slider setting.

Each time a note would be played, it has this chance of not playing. (Tg)

  # Panning

Speaker Name

This is a Detected Name setting, looking for speakers.

The name of a speaker gadget in the scene that will be used to output the audio from this gadget. If empty, any speaker gadget without a name will be used. (Tg)

If there is more than one matching speaker gadget, the priority is based on: the speaker in the same chip, the speaker in a chip within the same chip as the source audio, the speaker created first.

If there is an applicable speaker, the other “Panning” tab settings are disabled.

Surround Pan

This is a Graph setting.

A circular graph representing the direction the audio will seem to play from. (Tg)

Displays dots on the ouside of the circle representing the audio output channels, showing them larger when more audio will be sent through them and smaller when less audio will be sent through them.

Within the graph are 3 movable dots. The central black dot represents the centre of the stereo “image,” and there is a dot either side representing the left channel output of the sound gadget, and the right channel output.

  Stereo Balance

This is a Split Slider setting.

Adjusts the ratio of volume given to the left and right channels. When moved all the way to the left, for example, the left channel will beomce twice as loud and the right channel will go to 0% volume. (Tg)

  Stero Width

This is a Slider setting that defaults to 67% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Dictates how far from the central dot the left and right channels are. If the width is large, the audio will seem to come from all around you. If the width is narrow, the audio will seem to come from a very specific location. (Tg)

  Rear Speakers Volume

This is a Slider setting that defaults to 15% with a minimum of 0% and a maximum of 100%, in increments of 1%.

How loud the audio will play over the “rear” channel output from the PS4. (Tg) When listening without a rear channel, this is used to say how loud a “3D Panned” sound will be when it is behind the camera.

Pan Style

This is a Selector setting.

Decides which audio output channels will be sent the audio from this gadget. (Tg)

This selector has 4 options:

 Stereo: (default) This audio will play through the left and right channels.

 Normal & Centre: This audio will play through the left, right, and centre channels when available.

 Sub Only: This audio will only play through the sub channel when available.

 Controller: When not playing over headphones, this audio will play through the controller’s in-built speaker.

  # 3D Panning

Places the sound at a position in the scene. The audio coming from this gadget will be affected based on the position and angle of the camera relative to this position. (Tg) (Tg) (Tg)

While the camera view is inside the inner bubble, the volume of the audio will be full. As it leaves the bubble and moves towards the outer radius the volume falls off.

The audio also comes from the direction relative to the view. For example, if the sound’s centre is on the left of the current view it will be louder from the left channels.

To have the audio volume etc. be affected by some other position such as the puppet to allow you to freely move the camera, the volume of a sound gadget can be controlled using a trigger zone to get a similar effect. (Tg)

Note, the settings on this tab will be overriden when being output through a Speaker gadget.

  Auto 3D Panning

This is a Switch that defaults to off.

Turns on the 3D Panning settings.

  Fade Zone: Inner Radius

This is a Slider setting that defaults to 1 meters with a minimum of 0 meters and a maximum of 30 meters.

The radius of the inner bubble.

  Fade Zone: Outer Radius Multiplier

This is a Slider setting that defaults to 60% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Dictates the radius of the outer falloff relative to the inner bubble.

  Extra Reverb Radius

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The further towards the edge fo the fall off the view is, the more reverb the audio has—multiplied by this setting.

For example, at 0% no extra reverb will be added at the outer edge of the fall off. At 50%, half the reverb will be added.

Distance Muffle

This is a Graph with a Node setting.

This adjusts the allowed frequency range as the view becomes further out towards the edge of the falloff.

Includes a frequency setting (left/right) which sets the centre of the frequencies left intact, and a muffle amount setting (up/down) which decides how thin the allowed band of frequencies is.

  Sound FX

Sound effects built in to every sound.

  # Delay

This is a Split Slider setting.

How loud the delay is that plays after the audio. (Tg)

Delay Channel

This is a Selector setting.

Which delay channel will be used for this sound. These delay channels sound different by default, and can be further customised using a delay channel gadget. (See Gadgets > Delay Gadget.)

This selector has 4 options:

 Delay A: (default) Sends the audio to delay channel A.

 Delay B: Sends the audio to delay channel B.

 Delay C: Sends the audio to delay channel C.

 Delay D: Sends the audio to delay channel D.

  # Reverb

This is a Split Slider setting.

Up to 100% will add reverb based on the sound (turns up the “wet” effect). Above that up to 200% removed the original sound and just keeps the reverb (turns down the “dry” original audio). (Tg)

# Reverb Channel

This is a Selector setting.

Which reverb channel will be used for this sound. These reverb channels sound different by default and can be further customised using reverb channel gadgets. (See Gadgets > Reverb Gadget.)

This selector has 4 options:

 Reverb A: (default) Uses reverb channel A (Music 1). Sounds like the sound is playing in a cathedral. (Mm)

 Reverb B: Uses reverb channel B (Music 2).

 Reverb C: Uses reverb channel C (Game 1). A touch of reverb makes the space sound real. (Mm)

 Reverb D: Uses reverb channel D (Game 2).

  # Spiciness

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

If a performance captured use of spiciness, the slider value is blended with the recording, allowing you to adjust the overall spiciness of the same recording. As this is a tweak menu setting, you can set it with logic. (Mm) (Tg)

Affects how the instrument sounds in whatever ways are set.

Freeform Offset

This is a Graph setting.

A rectangular graph representing the performance window.

Offsets all notes played, within the performance window. This can cause them to trigger different effect fields or embedded instruments. (Tg)

Notes that would be pushed beyond the edge of the performance window will stick to the edge instead.

Embedded effect fields are shown as bright circles, with the inner radius shown less brightly, and the outer radius shown less brightly still. Embedded instruments are shown similarly but as rectangles instead.

  Granular Synthesis

Granular synthesis means that instead of playing an entire slice of audio, that slice is played a tiny bit at a time. These mini-slices are called “grains.” Each grain has a shape to it, meaning its volume increases and then decreases over time, and they overlap to make up the difference in volume. (Tg)

When the settings are at the defaults, things sound exactly the same as if the normal slice is played. But messing with these settings can give you all sorts of interesting effects.

When turned on, the sound is played as “grains”—tiny slices of the sample. This lets you mess with the audio at a much finer level and get all sorts of interesting effects. (Mm)

The overlap of the grains affects how they merge together into one sound. If you lessen the overlap, you will hear longer gaps in the audio. If you increase the overlap, you will hear fewer gaps in the audio.

Grain shape affects how the volume of the grain changes over time. If you give it a left slant, each grain will come in at 100% volume and go down to 0%.

The interval setting affects how long the next grain waits before being played. So at 0%, it is played when it would be in real time. Whereas -10% will play it 90% through the previous grain. (Mm)

  # Granular Synthesis

This is a Switch that defaults to off.

Turns on all settings on this tab.

Start Time Offset

(See Sound Gadget > Start Time Offset.)

A shortcut to manipulate the normal Start Time Offset setting.

  Time Stretch

This is a Split Slider setting.

How much farther through the slice a grain will be relative to what was used by the previous grain. When negative, the grain will be further back through the slice instead. (Tg)

Using this, you can make the slice play in reverse perfectly.

# Shape

This is a Graph setting.

The shape of the grains can be previewed and manipulated here, using nodes on the central grain shape.

“Grain Shape” is a node at the top of the grain. Drag it left or right to adjust the ramp up and ramp down ratio of all grains. (Mm)
“Overlap” can be adjusted using either of the 2 nodes at the bottom of the grain. Drag them left or right to adjust how much overlap there is with the other grains. If there is less overlap there can be dips in the audio where it cannot be heard, for example. (Mm)

  Interval

This is a Split Slider setting.

How long before the next grain will play. Negatives will give strange effects. (Tg)

  Beat Sync Grain Interval

This is a Switch that defaults to off.

When on and the gadget is on a timeline, the Interval will snap to powers of the timeline’s tempo. (Tg)

  Pitch Affects Interval Length

This is a Switch that defaults to off.

When on, the note being played will automatically adjust the interval. (Tg)

  Granular Randomisation

Randomises (“jitters”) certain aspects of a grain each time a new grain is played.

  Granular Randomisation

This is a Switch that defaults to off.

Turns on the settings on this tab.

  Start Time Jitter

This is a Split Slider setting.

Adjusts the start time of the part of the slice the grain will play. (Tg)

  Grain Reverse

This is a Split Slider setting.

The chance of the grain being played in reverse. (Tg)

  Pan Jitter

This is a Split Slider setting.

How different the panning can be adjusted for that grain. (Tg)

  Pitch Jitter

This is a Split Slider setting.

How much the speed of the grains can be changed. (Tg)

Shape

This is a Graph setting.

A shortcut to the grain shape graph. (See Sound Gadget > Grain Shape.)

  Shape Jitter

This is a Split Slider setting.

How much the shape of the grain can be adjusted. (Tg)

  Interval Jitter

This is a Split Slider setting.

How much the interval can be adjusted—effectively how late or early grains can play. (Tg)

  Length Jitter

This is a Split Slider setting.

How much the length (or “overlap”) of each grain can be adjusted. (Tg)

  Volume Jitter

This is a Split Slider setting.

How much quieter a grain can be played at.

  Grain Drop

This is a Split Slider setting.

The chance of the grain not being played. (Tg)

  Oscillator

Plays a waveform based on the pitch of the note being played, and combines it with the audio in different ways.

  Oscillator

This is a Switch that defaults to off.

Turns on the settings of this tab.

Oscillator Mode

This is a Selector setting.

How the oscillator’s waveform will affect and be affected by the slice being played.

This selector has 5 options:

 Mix Mode: (default) Plays the waveform audio alongside the slice audio. (Tg)

 Envelope Follower Mode: The volume of the oscillator output will adjust to match the slice’s volume. (Tg)

 Ring Mod: The oscillator is multiplied by the slice. Good for robotic voices. (Tg)

 Frequency Modulation 1: The oscillator’s pitch is changed by the slice. (Tg)

 Frequency Modulation 2: The slice’s pitch is changed by the slice. (Tg)

  Mix

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

How much of the slice audio and the oscillator audio is output. At -100% only the slice audio it output. At 100% only the oscillator’s audio is output. At 0%, both are heard at full volume. (Tg)

  Wave Shape

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

The shape of the waveform that is generated. This can really change how the oscillator sounds. The negative numbers have variants on a sine wave. The positive numbers have more jagged abrasive-sounding waveforms. (Tg)

  Pitch (Coarse)

This is a Slider setting that defaults to 0 with a minimum of -24 and a maximum of 24, in increments of 1.

The pitch in semitones relative to the currently played note. (Tg)

  Fine Pitch

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

A finer adjustment to the pitch of the oscillator, in the percentage of a semitone. (Tg)

Oscillator Envelope

This is a Graph setting.

How the volume of the oscillator changes over time. (Tg) Similar to the ADSR setting, but the oscillator output is capped by the ADSR setting itself. (See Sound Gadget > ADSR.)

  Filter

  Filter

This is a Switch that defaults to off.

Turns on the settings on this tab.

  Resonant Filter

This is a Graph with a Node setting.

Resonant filtering is a different kind of EQ effect. The graph shows how the frequencies are affected by the filter. Move the node left and right on the graph to adjust the point at which higher frequencies will be cut off. Move the node up and down on the graph to adjust the volume boost given to the frequencies just below the cut-off point. (Mm) (Tg)

You can hold shift and expand the node in the graph, also. (At)

ADSR Envelope

This is a Graph setting.

Affects how the depth setting is applied over time, rather than the volume of the filter’s output. (Tg)

Each part has a similar effect as the sound’s ADSR setting. (See Sound Gadget > ADSR.)

  Pitch Envelope Depth

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

How much of the original frequencies are outputted. So a lower value will cause the frequencies to the right of the filter line to be more muffled. Also affects how pronounced the resonance tone will be. 100% will leave the slice audio untouched. (Tg)

  Pitch Affects Cutoff

This is a Switch that defaults to off.

When on, higher pitches will be affected by the filter less, as if the filter setting was moved to the right. (Tg)

  Distortion

Move the node on the graph to adjust the amount and type of distortion applied to the sound.

Soft clipper (Mm)

  Distortion

This is a Switch with Input setting.

Turns on the settings on this tab.

Distortion Amount, Wave Shape

This is a Graph with a Node setting.

A graphical representation of the type and intensity of the distortion.

Moving the node left to right will make the distortion have more effect. Moving the node bottom to top will blend between different types of distortion. (Tg)

The distortion types are, from top to bottom:

  Chorus & Delay

Chorus repeats the exact same audio output (Mm) at slightly different pitches.

(Tg)

  Chorus & Delay

This is a Switch that defaults to off.

Turns the settings in this tab on.

  Chorus & Delay Amount

This is a Split Slider setting.

The mix of the original audio and the delay volume. 0% means the delay will be muted. 100% means the original audio will be muted but the delay will be at full volume. And 50% means the original audio and delay audio will both be at full volume. (Tg) (Tg) (Mm)

Note that the volume of the delay is capped by the gadget’s ADSR. (See Sound Gadget > ADSR.)

  Delay

This is a Graph with a Node setting.

Moving the node left to right will increase the time between delays. At the top, each delay will be at full volume. Moving towards the middle will make each successfive repeat be quieter than the last. In the middle the repeats will have no volume. Going below the middle makes the delay bounce between left and right stereo channels. (Tg)

  Chorus LFO (Low Frequency Oscillator)

This is a Graph with a Node setting.

A graphical representation of the sine wave used to adjust the delay time.

Moving the node from bottom to top adjusts the amplitude of the wave, and so affects how much the delay time is adjusted. Moving the node from left to right adjusts the frequency of the wave, and so affects how quickly the delay time is changed. (Tg)

  Beat Sync Delay Time

This is a Switch that defaults to off.

When on, the delay time will snap to powers of the BPM the clip is being played at. (Tg)

  EQ

The graph shows the a black line representing how the frequencies are affected by the equaliser settings. There is a grey line showing the neutral state that would not affect the frequency output of the sound gadget. Any part where the black line is above the grey line is boosting those frequencies. Any part where the black line is below the grey line, it is attenuating (turning down) those frequencies.

You can drag the black nodes on the graph itself with   to adjust the EQ. (Mm) There are 4 bands with nodes. You can adjust the width of these bands (how broadly the black line is affected by the node) by holding shift and dragging from the node left or right. (Mm) (Tg)

  EQ

This is a Switch that defaults to off.

Turns on the settings in this tab.

# EQ Filter

This is a Graph setting.

A graphical representation of how different frequencies are affected. Where the line is above the default, those frequencies will be boosted. Where the line is below the default, those frequencies will be dampened. (Tg)

When adjusting a node in the graph, hold shift to adjust the range of frequencies that node affects.

  Low Cut Frequency

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Cuts frequencies below the designated limit. (Tg) (Mm)

  High Cut Frequency

This is a Slider setting that defaults to 100% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Cuts frequencies above the designated limit. (Tg) (Mm)

  Dynamics Compressor

Affects the volume of the output as it is played. (Tg)

  Dynamics Compressor

This is a Switch that defaults to off.

Turns on the settings in this tab.

  # Compression

This is a Graph with a Node setting.

Compressing the dynamics of audio makes the loud parts quieter and the quiet parts louder so everything evens out.

Move the node left to right to increase the amount the audio will be compressed. Move the node bottom to top to increase the “dirtiness,” or how quickly the compression kicks in. (Tg)

Sidechain Channel

This is a Selector setting.

Which sidechain channel will be used by the sidechain setting.

This selector has 4 options:

 Sidechain Channel A: (default) Send or receive from sidechain channel A.

 Sidechain Channel B: Send or receive from sidechain channel B.

 Sidechain Channel C: Send or receive from sidechain channel C.

 Sidechain Channel D: Send or receive from sidechain channel D.

  Sidechain Amount

This is a Slider setting that defaults to 0% with a minimum of -100% and a maximum of 100%, in increments of 1%.

How the sound will interact with the sidechain channel. (Tg)

At the middle, the sound will not be affected and will not affect the channel. To the right, the sound send its output into the channel—even if the volume of the gadget is set to 0. (Tg) To the left, the sound will become quieter proportional to how much audio is being sent into the channel (known as “ducking”).

The effect of the “ducking” fades in and out over a small amount of time.

On the right side of the slider, a visual representation of how much audio is in the channel is shown. And to the left, how much the receiving sounds will be ducked by the channel.

The icon on the slider is a duck while in the middle, a greater-than sign while to the right, and a less-than sign while to the left.

  Outputs

  Is Playing

This is an Output, sending a  Boolean wire.

Sends a signal while a note is being played.

  Per Beat Trigger

This is a Trigger Input.

Sends a pulse each time a beat starts.

  Per Bar Trigger

This is a Trigger Input.

Sends a pulse each time a bar starts.

  On End Trigger

This is a Trigger Input.

Sends a pulse each time the end of the clip is reached, including loops.

  Note On

This is a Trigger Input.

Sends a pulse each time a note starts.

  Note Off

This is a Trigger Input.

Sends a pulse each time a note ends.

  Composite Note Data

This is an Output, sending a  Music wire.

All data regarding the note currently being played.

This output always locks to the latest note that started, or for a tie the last note that was created. When that note ends the output stops and zeroes out.

  Envelope

This is an Output, sending a  Signal wire.

The current volume of the output of this gadget.

Note this is taken from the slices played, and ignores effects.

  Options

  Gadget Colour

This is a Slider setting that defaults to 0% with a minimum of 0% and a maximum of 100%, in increments of 1%.

Dictates the hue of the gadget.

From 1% to 99%, goes from red to green to blue to red. At 0% and 100%, the colour becomes grey/white. (Tg)

  Polyphonic Limit

This is a Slider setting that defaults to 20 with a minimum of 1 and a maximum of 20, in increments of 1.

How many “voices” (eg. notes) can be played at the same time. (Tg)

This always locks to the latest note that started, or for a tie the last note that was created. Older notes are cancelled with a hard cutoff regardless of the release settings they have. When a note ends the output stops and zeroes out.

  Vari-Speed

This is a Switch that defaults to on.

When on, plays slices at different speeds to adjust their pitch. When off, the gadget will use granular synthesis to play the slice at the same speed but play each grain slower to make it sound lower. (See Sound Gadget > Granular Synthesis.) (Tg)

  # Row Mapping

This is a Switch that defaults to off.

In instrument mode, when on, each row of the slice mapper is associated with a different button. Pressing that button will play a slice from that row. When there are no slices in the corresponding row, the first row (for the   button) will be used instead. (Tg)

When on and the sound is in Sound Effect mode, each row maps to an audio surface type. When powered with a  Collision wire, the sound will use the audio surface type from the collision to decide which row to select a slice from.

When off, any slice from the slice mapper will be played.

  # Multi-language

This is a Switch that defaults to off.

When on, each slice will have a language setting, used to play a suitable language slice for the player. (See Sound Gadget > Slice Mapper View.) (Tg)

If only one language is used by the slices this setting is ignored by the gadget so that