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
or CTRL
+ F
to do this.CMD
+ F
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 #
and you'll teleport to that section! (Ahem.)# teleporter
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
- Creation Types
- Cover Page
- Pause Menu
- Preferences
- Tutorials
- Modes
- Gadgets
- Connectors
- Object Tweak Menus
- Setting Types
- Wire Types
- Wire Blend Types
# 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!
- Aecert (Ac): Youtube (8), Twitch. PSN: Aecert.
- AmazingOomoo (Ao): Youtube (2).
- Atomtwix (At): Youtube (1).
- Bogdan Vera (Bg): Youtube, Twitch (3). PSN: Doepfish.
- CuriousCat (Cc): Youtube (23).
- JimmyJules153 (Jj): Youtube (223). PSN: JimmyJules153.
- Lucid Stew (Ls): Youtube (1). PSN: Lucid_Stew.
- Media Molecule (Mm): Youtube (114), Twitch. PSN: MmOfficial, MmDreamQueen.
- NeonTheCoder (Ne): Youtube (1). PSN: NeonTheCoder.
- Pookachoo (Pk): Youtube (108). PSN: Pookachoo.
- TAPgiles (Tg): Youtube (538), Twitch (109). PSN: TAPgiles, Supposer.
# Creation Types
There are four types of creation.
Contents:
# Dream
Dreams are rectangular. They contain scenes or other dreams. (Tg) These can be linked together by plugging wires into doorway nodes of different scenes. 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. If they click this and confirm, all data about their playthrough will be deleted—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
NOTE: Does r2 work on doorways? What happens if no wires come from the entrance? What happens if no wire comes from a scene when you exit it through a doorway? Can you rename dream nodes? Can you rename doorways of scenes through here? Circle to cancel selection?
Scenes and dreams will appear as thumbnails. Hovering over these thumbnails will show a tooltip with the name of that creation and its owner.
If a scene is added and it is the only scene in the dream, a wire is taken from the dream’s entrance doorway into that scene. (Tg)
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 doorways 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
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
NOTE: L2 to rotate?
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
Shortcuts: When using any control scheme, shift + .Make a copy of a scene, dream, scribble, note, or doorway of the dream.
# Tweak
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
Shortcuts: When using any control scheme, .Use on an object or wire to delete it.
# Scribble
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
Use or on a scribble to change its colour.
Use on a note to change its colour and font.
# Add Note
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
NOTE: What if the source is two-way?
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
A list of 10 colours, used by scribble and notes. The colours are as follows:
- White.
- Light Blue.
- Dark Blue.
- Purple.
- Red.
- Desaturated Purple. Note, the difference between this and Purple is not pronounced in the menu.
- Orange.
- Yellow.
- Green.
- Desaturated Green. Note, the difference between this and Green is not pronounced in the menu.
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
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 replaced with a different background image.
The opacity of the image can be adjusted using Background Opacity.
# Background Opacity
How opaque the background image is.
Clear Scribbles
After confirming, deletes all scribbles.
Update
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 scenes 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
NOTE: Does changing the multiplayer option reset the board? Is it a bug? Check multiplayer explanation.
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.
- “Separate” will show a dropdown to select the player count of the scores to show (so if “2 Player” is selected, only 2 player scores will be shown).
- “Combined” will display all such scores in the same view, with no dropdown to filter them. Note that changing this option will reset all scores.
# 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. (Tg)
They may be remixable.
# Element
Elements are hexagonal. They are individual creations that people can bring into other creations. They may contain external elements. (Tg)
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. (Tg)
They cannot be remixable.
# Cover Page
Scroll right to find further menus for the creation.
# Labelling
Labels are shown as icons on creation thumbnails. They are also shown in text above the name on the creation’s cover page. They can be set when first quick-saving, or by clicking on the text labels on the cover page with .
Is your creation VR-friendly?
All creations will run in VR. Choosing these labels is telling the player that playing the creation in VR has been tested and ensured to be fun, not just playable. Please set creations to VR-compatible or above only if playing them is a good experience in VR.
- Not Sure. Visible to all.
- TV Only. Only visible to non-VR players by default.
- VR Compatible. Visible to all players. Cannot be chosen if the creation has not been played in VR.
- VR Only. Only visible to VR players by default. Cannot be chosen if the creation has not been played in VR.
Note, a Dream cannot be set to VR-compatible or higher if it contains scenes that are not labelled VR-compatible or higher.
Disable Comfort Mode
NOTE: or collaborator?
Unavailable unless set to VR-compatible or higher.
A switch, off by default. When on, players with Comfort Mode on will see a label on the creation’s thumbnail indicating it is for experienced VR players and designed for Comfort Mode to be off.
If you are the owner or collaborator of the creation, you can still play it with comfort mode on. If you are not, then a screen will be shown:
Comfort Mode Not Applicable. This creation was designed to be played with Comfort Mode switched off. Would you like to play with Comfort Mode switched off temporarily?
And three buttons: Exit this creation. Play in Cinema Mode. Play with Comfort Mode off.
Note, this screen will be shown before each scene with “Disable Comfort Mode” turned on while playing a Dream.
Is your creation designed for a specific controller?
Indicate to the player which controllers are required to play the creation.
- Any Controller
- Wireless Controller
- Motion Controllers
Searches are not automatically filtered based on these filters.
Customise
Set the style and look of the cover page.
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:
- Western Fonts: Contains characters for English, French, Italian, German, Spanish, Porugese, Polish, Greek, Dutch, Danish, Finnish, Norwegian, Swedish and Russian.
- Arabic.
- Chinese (Traditional).
- Japanese.
- Korean.
Randomise
# 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:
- Orange.
- Purple.
- Turquoise/Aquamarine.
- Green.
- Yellow.
- Pink.
- Blue.
- Teal.
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:
- “Send to a Dreamer” allows you to search for dreamers. Press on a dreamer to send the creation to them (note there is no confirmation screen). (Unavailable when the creation is not public or playable.)
- “Add to Another Creation” allows you to add the creation to another. Any creation can be added to a collection. Scenes and Dreams can be added to dreams. Elements can be added to scenes. (See Creation Types.)
- “Play Later” adds the creation to your “play later queue. This queue can be accessed through your profile page. (Unavailable when the creation is not uploaded.)
- “View on Indreams.me” shows a screen displaying the indreams url for the creation. (Unavailable when the creation is not uploaded.)
# 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:
- “Unlisted” means cannot be found in searches or dreamsurfing listings etc. (Tg)
- “Listed” means can be found in searches and dreamsurfing listings etc.
Archive
NOTE: Does it ask to delete the local copy when doing this from the creation settings?
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
NOTE: find add collab icon. Test to see what is required to be shown in the By list.
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:
- “Copyright Issues” opens a browser window direct to copyright.indreams.me. Also shows the longform ID of the creation.
- “Give it a Thumbs Down” will tell the system you want to see this kind of thing and content from its creator less. This is not shown in any other place, and does not affect the like count.
- “Report Creation” will allow you to report a creation that violates the Dreams guidelines. Click it to see which things you can report a creation for. This does not include things like theft from other creators or use of copyrighted material or intellectual property.
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
NOTE: What if the referenced version is later deleted?
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
NOTE: expand on reporting
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:
- “Comment/Discussion” for simple comments that do not fit the other types.
- “Feedback” for suggestions and feedback on the creation.
- “Bug” for reporting a bug experienced while playing the creation.
- “Review” for comments concerning the quality of the creation.
Comments have 4 buttons beneath them:
- “Thumb Up” will upvote the comment.
- “Thumb Down” will downvote the comment, and hide the contents of that comment from you (though a button can be used to temporarily show the contents again). If a comment gets enough downvotes it will be hidden for all players.
- “Report…” will show a screen with 3 buttons: “ Comment,” “ Block User,” and “ Report Comment.”
- “Reply” will allow you to reply to that comment. The screen will change to show the comment being replied to and the normal comment box.
Versions & Release
NOTE: If another person makes a version and it’s re-saved as the latest version, can you then delete the version they made and so remove them from credits? Check names of buttons.
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:
- “Play/View” to play that version.
- “Edit this Version” to edit that version. Using this, that version can be saved again to become the latest version. (Tg)
- “Delete” to delete that version.
- Cover Page > Release.) “Release” to release that version as the latest version. Only available to the owner. (See
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:
- “Contents” shows creations this creation contains.
- “Used In” shows creations this creation is contained in.
- “Remixes” shows creations that are remixes of this creation.
Click on a creation with to go to that creation’s cover page. Use shift + to go to its genealogy.
# Pause Menu
Pause at any time using
.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.
Describe VR Experience Level
Rate how experienced a player should be before playing this. Reveals 3 selector buttons:
- 1: Can be played with very little experience. Indicates little to no camera movement required to play.
- 2: Should be played by those with a little more experience, with caution. Indicates some camera movement.
- 3: Should only be played by players with a lot of experience using VR. Indicates lots of intense camera movement.
The average rating from players is shown on the cover page of the creation.
Thumbs Up
Click this to give it a big like and a massive thumbs up.
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
NOTE: what cateogory of element is required? What about in chips? Confirm times.
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
NOTE: describe
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)
- “Release as PLAYABLE.” Requires all contained elements to be uploaded as private or remixable. (Tg)
- “Release as PUBLIC.” (Remixable.) Requires all contained elements to be uploaded as remixable. If the creation contains private creations that you don’t own, a warning saying it cannot release the creation as public as it contains PRIVATE creations. Clicking on this button will show those creations.
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:
- “Game” has the subcategories: Single Player, and Multiplayer.
- “Audio-Visual” has the subcategories: Feature, Short, Visual Novel, and Music.
- “Showcase” has the subcategories: Gallery (for showing art), Expo (for showing interactive objects), and Set (for showing props).
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, Psychedelic, 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 creation, you are asked if you would like to “Save this creation before leaving?” You can select from the following options:
- “ Don’t Save” to exit without saving.
- “ Back” to not exit.
- “ Save” to quick save and exit.
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 takes you to the main menu in your homespace.
# Preferences
All preference settings for Dreams.
Controls
Control Scheme
# Control Scheme
How to control the view and imp when using the Dualshock 4 or Dualsense controller. changes the angle of the view left, right, up, or down.
- “Motion Sensor Function” uses the controller’s gyroscope sensor to move the imp on-screen. pans the view left, right, up, or down relative to the current view. (See Assembly Mode Camera Controls.)
- “Left & Right Sticks” uses to move the imp. Attempting to move the imp further than the edge of the screen will pan the view in that direction. Holding shift and using will pan the view left or right, or move forwards or backwards relative to the current view angle. Holding shift and pushing up or down will pan the view up or down relative to the current view angle.
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 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.
- “Left” will assume the primary controller is being held in the left hand and the secondary controller being held in the right hand.
- “Right” will assume the primary controller is being held in the right hand and the secondary controller being held in the left hand.
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
NOTE: what is a dreamiverse button?
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
NOTE: how long before the prompt is shown?
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
NOTE: which channels?
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
NOTE: which channels?
The volume of audio on the sound effects channels.
Voiceover Volume
NOTE: which channels?
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:
- Small.
- Medium.
- Large
# VR Subtitle Position
A slider for how far below centre the subtitles should appear.
Dreamshaping
UI
User Interface settings.
UI Size
The size of menus and icons in edit mode. The sizes are as follows:
- Small
- Medium
- Large
- Maximum
Visual Feedback
NOTE: What changes does this make for mode changes?
How much visual feedback is used to indicate what scope you are in while editing a creation.
- “Minimal” does not show visual changes for objects out of the current scope.
- “Moderate” blurs objects outside of the current scope.
- “All” blurs and desaturates objects outside the current scope.
Menu Position (Wireless Controller)
Where the menu will appear when using the Dualshock 4 controller.
- “Top” places the menu at the top of the screen, with sub menus appearing below.
- “Bottom” places the menu at the bottom of the screen, with sub menus appearing above.
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:
- Smear Shape (default).
- Stamp Shape.
Social
Streaming Camera Position
The corner that the camera feed will be shown in while streaming. Click on the preview with to cycle through the following options:
- Top Right (default).
- Bottom Right.
- Bottom Left.
- Top left.
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.
VR
Settings for playing with the PlayStation Virtual Reality headset.
Comfort
Settings to make it easier for people to use VR if they suffer from motion/acceleration sickness.
# Comfort Mode
When on and using VR while the camera is moving within the game, your view will not change until the camera has become stationary. Then you will teleport to the new location using the Camera Transition Style below.
Games will be told if this setting is on also, so that creators can take steps to cater to players who have this setting on.
Camera Transition Style
How the screen will transition between views.
- “Instant” will switch to the new view with no transition.
- “Fade” will fade to black and then fade to the new view, with a 1 second transition.
Comfort Vignette Strength
When the view is being moved by something other than the player’s head, a black vignette is shown around the edges of the screen to make the faster motion of the scene flying past less noticeable, which helps some to not get queasy as the camera moves.
DreamShaping Menu Distance
How far away menus and other UI will appear in edit mode, while using VR. For example, the thermometer readout.
The options are: “Near,” “Middle,” and “Far.”
Allow Low Frame Rate in VR
At times a warning will be shown asking if you want to continue in “cinema mode” (a flat 2D screen shown in 3D space) to make the experience more comfortable, or exit entirely.
When off, if a scene dips below Mm’s minimum framerate standards the same screen will be shown.
When on, the screen will be shown only if the scene dips below 30 frames per second.
Static Sky
When on and in edit mode, the sky will rotate in yaw (looking left/right) and not pitch up/down or roll sideways.
Good for moving around using the move controllers if you suffer from acceleration sickness.
Dreamiverse
Settings for browsing content as regards VR.
Hide Non-VR Content When in VR
When on and using VR, hide content not marked as suitable for VR.
Hide VR Content When Not in VR
When on and not using VR, hide content marked as only suitable for VR.
Dreamiverse Screen Size
How large the Dreamiverse screens appear while using VR.
The options are: “Small,” “Medium,” and “Large.”
View Credits
Roll the credits for the dream that is, Dreams!
# Tutorials
When you haven’t played Dreams yet, the introduction walks you through using your imp and the basic camera controls.
To find more tutorials, go to Dream Shaping > Dream Workshop.
VR How To… Videos
Brief videos showing the capabilities of the new VR-related creation features.
10 Top Tips: Creating VR Dreams
You can watch this tutorial on Youtube.
How To… Use the Head/Camera Tracker
(See Gadgets > Head/Camera Tracker Gadget.)
You can watch this tutorial on Youtube.
How To… Create 3D Audio in VR
You can watch this tutorial on Youtube.
How To… Use the Hand/Imp Tracker
(See Gadgets > Hand/Imp Tracker Gadget.)
You can watch this tutorial on Youtube.
Start Dreaming
How to use the Dualshock 4 and its basic controls.
There are also equivalent tutorials for using the moves.
# Part 1 of 4
Basics of edit mode, moving around.
- : Moving the camera and the imp. Tutorial video navigation.
- : Practise Moving. Sticks to move and look around.
- : Grabbing and moving.
- : Rotating with the grabcam. Nudge.
- : Zooming with the Grabcam. Left stick to move in and out. “Shift.”
- : Deleting with the triangle button.
- : Strafing with shift + left stick.
- : Grabbing while strafing, and play mode. Possess with R2.
Part 2 of 4
Moving, scaling, and rotating objects.
- : Introduction.
- : Move the first platform into position.
- : Playtesting. Pause and go into edit mode, and everything will be in the same state as when you paused.
- : Rotating. Use L2 to rotate instead of move the object.
- : Realigning.
- : Scaling objects.
- : Searching the dreamiverse.
Part 3 of 4
Flipping, cloning, and multi-cloning objects.
- : Cloning objects.
- : Flipping objects.
- : Repeat clone-from-clone (adding clones beyond the copy).
- : Repeat clone-to-clone (adding clones between the original and the copy).
Part 4 of 4
Selecting objects, creating groups, scoping in and out of groups.
- : Practise repeat cloning.
- : Selecting objects, dragging over objects to select them all. Deselecting objects, deselecting all objects.
- : Grouping objects.
- : Scoping in and out of groups, shortcuts and context menu buttons.
- : Finally… Save as new Creation. (This doesn’t work in tutorials.)
Part 1 of 4 (Left & Right Sticks)
A version of Start Dreaming Part 1 of 4 for the sticks control scheme.
# Start Dreaming (Motion Controllers)
Part 1 of 4
Part 2 of 4
Part 3 of 4
Part 4 of 4
Art Tutorials
Coat, Style & Effects
- : Getting to Coat Mode. Choosing a colour. Scrolling through the menu.
- . Subtracting with the tools. : Undo with
- : Exiting a mode. Style Mode.
- : Finish Tool, finishes menu.
- : Effects Mode.
- .
- : Glow Tool. Changing the colour of the object changes the colour of the glow.
- : The Coat, Style, Effects setting.
Lighting & Atmosphere
- : Placing objects from the dreamiverse.
- : Adding a Sun & Sky gadget. Moving and scaling the sun. Rotating the sky image.
- : Opening and closing a gadget’s tweak menu.
- : Editing the sky settings.
- : Turning on “Studio Lighting” mode.
- : Adding light gadgets. Setting the length and rotation using the dot at the end of the light cone. Moving gadget gizmos independently of the gadget. Entering play mode. Setting the spotlight image using up/down to incrementally change the slider.
- : Spot vs Diffuse lights. Fade Angle setting.
- : Adding a fog gadget. Adjusting its zone and falloff.
- : Tweaking a fog gadget.
- : Adding a grade gadget. Tweaking the contrast, saturation, and tint.
Sculpting
- : ds4
- . Scaling with and . Using the grabcam to get closer to the held shape. All edits made in the sculpture will move as a single object when moving the sculpt object itself. : Getting to Sculpt mode. Entering sculpt mode creates a new sculpt menu. How to adjust visual feedback. Smear shape is default (unless changed in preferences). Using smear. Undoing with
- shift + . Use circle to use the default Move tool. Use the normal controls to move, clone, multi-clone, scale, and delete shapes. : Edit an existing sculpt by scoping into it with
- : How to change the colour of the edit before making it. Using Spraypaint to colour areas of a sculpt. Use surface snap to keep the imp on the surface.
- .
- : The dots change orientation depending on what angle you’re looking from. Rotate objects by 45 degree increments.
- : The mirror line will be where your first edit is made.
- : The Stamp tools. Setting which tool is default in preferences. Stretch tool. Stretching a negative shape.
- : Editing the shape before stamping it. Adding soft or hard blend to the shape. Blending works with Spraypaint.
Sculpting (Motion Controllers)
Painting
- lightly to make the flecks more transparent. Changing colour and finish. : Paint Mode. How to adjust visual feedback. Drawing a line. Using Brush Flecks, hold
- to cancel out of the current tool and default back to the move tool. Moving strokes. Changing fleck type. Changing the fleck size. Undo. : Scoping out of the painting to move it. Scoping into the painting to edit it. Use
- : Start New Painting.
- : Setting the centre of the kaleidoscope. Rotating the fleck before stamping. Deleting individual strokes. Kaleidoscoped strokes will always be kaleidoscoped.
- .
- : Fade, Scatter, Opacity sliders.
- .
- : Playback speed, playing time. Pulse, Trail Length.
- : Around Camera, Copies, Spread, Scale Jitter. Closing a tweak menu using the shortcut.
Logic Tutorials
Basics of logic.
Wiring and Logic
Trigger zones, microchips, counters, and timers.
- : Introduction to logic. Start time, pause time, rewind time.
- : Connecting gadgets and wires. Hover over a gadget to show the wires.
- : Cloning wires to connect multiple outputs. Opening a microchip’s window.
- : Using counters with trigger zones.
- : Using timers. Stamping new gadgets.
- : Resetting logic (counter and timer).
- : Tweaking gadgets. Scope out with shift + circle on a tweak menu or microchip window to close them.
Health, Destroyer and Checkpoints
- : Adding a health modifier.
- : Make a damage zone using a health modifier. Drag a zone’s sides to change its dimensions.
- : Checkpoints!
- : Giving heath to objects. Adding a health manager. Surface snap gadgets to an object by holding shift.
- : Tweaking and balancing health. Cooldown time.
- : Using a destroyer.
- Number Displayer. : Displaying health with a
- : Create a healing zone.
Scoring, Timers & Prize Bubbles
Timers, Counters for modes, Scores and Score Modifiers.
- : Opening a microchip. Adding a score gadget.
- : Adding the score gadget and how to rename a gadget. Tweaking a gadget. The Post Score trigger input.
- : Adding a Number Displayer. Moving and resizing the displayed number on the screen. Wiring the current score into the number displayer to display the number.
- : Tweaking the appearance settings of the text.
- : Adding a prize bubble, and turning off “collectable by imp.” Adding a Score Modifier.
- : Increment controls for DS4. Setting the operation value and type.
- : Wiring the prize bubble’s “just collected” output to power the score modifier. Grouping objects.
- : Setting the scoreboard settings—score unit and “better is…”. Cloning a gadget. Setting the display type, milliseconds switch and alignment of the number displayer.
- : Adding a timer. Using a counter to permanently change modes.
- : Using the timer’s “speed” mode so it works like a stopwatch.
- : Making a score modifier to set the time. Incrementing between names. Update score while powered.
Selectors & Exclusive Gates
- : Adding a selector.
- : Creating wires between ports.
- : Adding exclusive gates.
- : Only one signal may go through for a group of exclusive gates.
- .
- : Using a keyframe to change the priority of an exclusive gate.
Character Creation
Character Art
- .
- : Scoping into a puppet. Puppet Mirror. Moving connected objects. Feet stay in place. Rotating parts. Grabcam.
- : Assembly Stretch tool. Hands stretch the upper and lower arm equally. Stretches are mirrored.
- : Tinting the whole puppet, or specific parts. Style Mode.
- : Groups, scoping in.
- : Scoping an object out of a group. Scoping an object into a group, auto-grouping. Entering play mode will scope out of all groups.
- : Searching the dreamiverse. Ungrouping something linked to a connector will delete the connector. Scope in to edit instead of ungrouping. The group will collapse (become ungrouped) when there is only one object left.
Character Gameplay
- : Undo. How to possess. Tweaking a puppet. Previewing the effect of a slider by playing time and hovering over it.
- : Opening a microchip. Previewing a keyframe.
- : Tweaking a gadget. Window buttons appear while hovering over the window. Ports of a setting in a tweak menu. Connecting gadgets with wires.
- : Making a new keyframe, recording into a keyframe. Scope in to adjust things inside the group and not the puppet.
- shift + / . Scaling a gadget inside the timeline. : Making a new timeline, opening a timeline, adjusting the length of a timeline. Zooming in to a timeline with
- : Force Strength, Force Speed. Adjusting the size of the zone.
- : Labels.
Animation
Action and Possession Recorders
- : Using the action recorder.
- : Retaking animations.
- : Tweaking the playback recorder. Playback mode, animation speed.
- : Cloning animations.
- : Recording character movement.
- : Tweaking your recorded possession.
Keyframes and Timelines
- : Creating keyframes.
- : Triggering a keyframe.
- : Smoothing keyframes, with slow power up and slow power down.
- : Keyframing multiple objects. Editing a keyframe, removing recorded state.
- : Keeping keyframe animation changes.
- : Creating timelines. Scoping into a timeline, resizing the timeline.
- : Animating keyframes on a timeline.
- : Changing keyframe directions. Adjusting the duration of a gadget/sound by dragging its trim handles, or scaling it.
- : Setting a timeline to loop.
Audio Tutorials
Sound Design
Sound effects.
- : Using Sound Mode.
- : Background sounds. Searching the dreamiverse for sounds. Replacing a sound gadget with another one.
- : Spot sounds. Fade zone.
- : Dramatic sounds.
- : Triggering sounds.
- : Cloning objects with gadgets.
- : Mechanical loops.
- : Using the movement sensor.
Arranging Music
Timelines, Clips, Instruments.
- : Opening Sound Mode.
- : Opening a timeline. Moving around in front of a timeline using L1 + left stick. Starting, pausing, rewinding time. Moving, cloning, deleting clips. Extending a timeline with X.
- : Closing, deleting, adding a timeline. Searching for music clips. Navigating collections.
- .
- : Drag the left or right edge of a clip to trim it. Extending loops. Fade handles.
- : Tweaking a clip: loop mode, volume, tempo.
Music Performance
- : Searching for and adding instruments to a timeline.
- : Opening a sound gadget. Using face buttons to play notes.
- : How to start and stop performing. Setting the key and scale.
- : Using the metronome and a count-in. How to record a performance. Playback.
- : Recording start and stop shortcut. Clearing notes.
- : Rewind and play shortcuts.
- : Piano roll view. Shortcut to toggle between piano roll and performance view. Moving, selecting, deleting notes. Undo and redo. Changing the length of a note.
- : Selecting all notes. Cloning notes.
- : Drawing notes on the piano roll. Draw notes freehand.
- : Rewind to collapse all notes into the window. Moving notes on the performance window.
Cinematic Sound Design
- : Switching to Sound Mode.
- : Add a sound effect, adjust its timing.
- : Use play mode to preview the camera and camera shaker gadgets in the timeline.
- : Select multiple gadgets at once by selecting them first.
- .
- .
- : Exiting Sound Mode.
- : Activating a specific selector channel.
- .
- .
Gameplay Tutorials
Connectors and Physics
Connectors, physics, grid.
- : Turning on the grid, changing the grid size. Movable makes things physically move.
- : Attaching objects with string. Add a connector to the parent first, then the child.
- : Connecting objects with pistons. Adjust values with the d-pad. Use up to tick one value up, and down to tick one value down.
- : Connecting objects with bolts. Purple joint.
- : Using limits with connectors.
Imp Gameplay
- : What does “movable” mean? What does “grabbable” mean?
- : Surface snapping a gadget.
- : Looking for named tags.
- : Scope in to a camera to edit it while seeing the view.
- : The imp distance will be at the focus distance. Grabbing an object with the imp. Moving an imp depth-wise.
- : Min imp can’t be further than the focus distance. Max imp can’t be lower than the focus distance.
- : Affected-object inheritance.
- : Showing text using the “start text” input. Using the grabbed and hovered outputs.
- : Creating an input port with a node.
Emitters
- : Adding an emitter to the scene. Surface snapping.
- : Moving the arrow gizmo.
- : Emit speed. Once mode.
- .
- . : Resetting a setting with
- : Opening a microchip. Importing an object.
- .
- .
- : Trigger zones can look for tags. How to edit an “object to emit” without unlinking it.
- .
- .
- : Aligning an object to the grid.
Cameras and Text
- : Transition types, transition time, black bars.
- : Scope in to the camera to move the view around. Levelling the camera. Change the FOV (field of view) with up/down on the dpad.
- .
- : Moving, resizing. Tail shape and position. Box settings: rounded, colour. Border. Fleck texture.
- : Open the timeline. Length of a gadget on the timeline. Tweak it and turn it on.
- : Depth of field. Focus distance using the slider.
- : Adding text.
- : “Big Gadget” mode. Skip and close prompts. Adding dialogue options.
- .
- : “Text Active” output. Powering a microchip with a wire.
- : Wiring from the “stop” output.
Controller Sensor
Using a controller sensor to create custom controls for a robot two-wheeled racer.
- : Scoping into a group. Scoping into a microchip to open it. A surface-snapped chip will cause its contained gadgets to affect that object.
- : Triggering a Controller Sensor to die.
- : Important Properties tab. Changing the Possession Visual. Moving the imp position. Grid snap, grid size.
- : Changing the gyroscope’s strength. How to change the “up” angle.
- : Change the direction the mover moves in.
- .
- .
- : Using a combiner to add one value and subtract another.
- : Changing the plane of rotation.
- : Use a splitter to get the left-right and up-down signals from the stick output as separate values.
- : Reversing the direction by making the speed negative.
Masterclasses
Remixing Dreamiverse Dash
Mm Creative Director Mark Healey shows you how to remix Dreamiverse Dash, and add your own gameplay.
- .
- shift button. Zooming to an object with shift + . Grab cam with , tilting the controller while grabbing. : Camera controls. The
- by holding and hovering over multiple objects. Deselect with . Clone with shift + . Play mode, edit mode. Rewind time. : Hiding the electronics. The move tool. The current tool’s icon is shown at the imp’s tip. Selecting with
- : Grid snap. Obey auto-guides.
- : Importing new elements. Rotating objects.
- : Rewind first. Practise the movement. Adding a new gadget will show all electronics. Recording begins while holding an object or setting.
- : Hovering over an action-recorded object will show the path it was animated along. Scoping into a group. Hide Everything Else option. Opening a microchip. Grabcam zoom on a window to change view to look at the front of it. Changing the value of a value slider to affect the behaviour of a chip. Closing a microchip. Windows still show even while you are not in the scope of its source object.
- Trigger Zone. Changing the angle of a Camera Pointer. Using shift + on a wire will zoom you to the other end of the wire. Camera pointers blend between them depending on how close the possessed controller sensors are to them. : Manipulating the shape of a
- shift + . Pin to Screen. Change the tab or a setting with . Move a window with . Grade and Sky gadgets average out when more than one are powered. : Opening and closing a microchip. Tweak with
- Global Settings gadget to activate the setting. : Turn on the switch next to a slider in a
Sculpting and Level Assembly
- .
- .
- .
- .
- : Save the basic version, then make variant versions that import the basic version. This means if you change the basic version you can easily update it in the variant versions.
- .
- .
- .
- .
- .
- .
- .
Stylistic Scene Creation
Mm artist Maja takes us through how she assembled a scene from whitebox to finished creation, utilising existing elements, modifying others, and creating some from scratch.
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
Sculpting a Male Bust
Mm Art Director Kareem demonstrates his technique for sculpting a male bust.
In this Masterclass we go from the basics of creating a bust, adding in detail and then finish off with some personal touches.
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- .
- : Save as new creation.
How To… Videos!
How To… Quickly Assemble a Level
Two parts: Adding Elements, and Bring It to Life.
You can watch this tutorial on Youtube.
How To… Make a Squeaky Door
How To… Make a Mossy Rock
You can watch this tutorial on Youtube.
How To… Make a Simple Button
How To… Make Blinking Eyes
You can watch this tutorial on Youtube.
How To… Make a Magical Effect
You can watch this tutorial on Youtube.
How To… Make a Waterfall
You can watch this tutorial on Youtube.
How To… Make a Window
You can watch this tutorial on Youtube.
How To… Tidy Elements
You can watch this tutorial on Youtube.
How To… Use Camera Pointers
How To… Make a Forest
How To… Make it Rain
How To… Make Grass
How To… Make a First Person Character
You can watch this tutorial on Youtube.
How To… Make a Bounce Pad
How To… Use the Sculpture Detail Tool
You can watch this tutorial on Youtube.
How To… Make an Interactive Chest
How To… Make a Looky Eye
You can watch this tutorial on Youtube.
How To… Make a Flappy Mouth
How To… Create Connected Doors Between Scenes
How To… Make a Shooty Cannon
# How To… Add Labels
(See Cover Page > Labelling.)
Learn about adding labels to your creations for VR Compatibility and more.
Play the creation in VR at least once to be able to add VR labels. If still wearing your VR headset then on first quick-save, after choosing type and category, VR and controller compatibility labels can be set.
You can watch this tutorial on Youtube.
# 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 .
While moving an object with the Dualshock, it will move along the axis of the grid’s orientation if the grid is not at its default orientation even if no movement guides (grid or precise move) are on.
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 between 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 primary 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)
Note: some controls change depending on the current Control Scheme setting.
# Wire Controls
To create a new wire, hover over the left or right edge of a tweak window next to a setting to reveal a small input or output tab, or an input or output nub on the side of a gadget or microchip.
Click with or to create a new wire. Click again with or to attach that wire to another input or output.
Note that a wire created from an output (to the right of a gadget or window) can only be attached to the input (to the left of a gadget or window). And a wire from an input can only be attached to an output.
Hovering over a wire closer to the input end will light up the input end of the wire, or closer to the output end will light up the output end of the wire.
While a wire is lit up like this, shift + (similar to the grabcam zip) will zip you over to the other end of the wire.
So hovering over the input end will zip you to the output end, for example.
While a wire is lit up, shift + (similar to cloning) will clone the wire, leaving you holding the same end.
For example, hovering over the input end of a wire and cloning will create a new wire coming from the same output and leave you holding the input end of the wire.
Holding shift while placing a wire will place the wire and create a clone of that wire.
Note that some gadgets will open instead of placing a cloned wire when using shift + . If shift + is used instead it will place the cloned wire as expected.
When on a Microchip, will create a pin on the wire, and put the wire into a “pinned” mode. The wire will then follow straight lines from wire pin to wire pin, allowing the creator to customise the routing of the wires. (Tg)
Use and drag to pin the wire and immediately adjust the position of the pin.
Pinning multiple wires to the same point will have them stack next to each other as on a real microchip, creating a “ribbon” of routed wires. That pin will then move the corresponding pins for all the ribboned wires. (Tg)
These pins move if the outputting and inputting gadgets are being moved at the same time, but not if only one side is being moved.
When cloning more than one object connected by a wire, the wire will be cloned at the same time—connected between the new copies.
Wires use the colour of the outputting gadget. When coming from a splitter, wires will have a colour based on the value being represented. (See Wire Types.)
# 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.) Emitters will still reference the original object, not the group. (Tg)
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
NOTE: when happens if an object with position recorded is jointed (disallowing IK)?
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 bottom-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 constraints. (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 in the chain can use . (Tg)
When both and are involved in the same chain, the recorded will take precedence. (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—depending 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). (Tg)
# 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.
When a gadget with a location gizmo is moved into a Microchip or Timeline, the location is preserved. (Tg)
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, and 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.
# Thermometer
The thermometer is shown on the bottom-left of the screen, or top-left depending on the current preference settings.
It shows three headings: Gameplay, Graphics, and Audio.
# Performance Limits
There are a number of limits put on how much heavy processing can be done in a scene. These limits will turn off features automatically so that the scene can still run, and will show a warning symbol and message while editing to let the creator know what is happening.
These warnings can be ignored, but are just letting you know that some functionality may not be working as expected. So for things like spotlight shadows, the creator may leave Dreams to do its own thing, or power different sets of lights on and off so that they have more control over how that part of rendering performance is handled.
- Zone Limit: There is a limit on how many zones can be active at once in a scene, shared across any gadgets that use zones. (Tg) This applies to anything that detects sculpts or groups, but seems to not apply when detecting points in space (eg. tags, imp tips, the camera).
Camera Bookmarks
NOTE: can it be bottom-left?
Hover over the mode icon in the top-left of the screen to reveal the camera bookmarks list. (Tg)
The first camera bookmark in the list will be restored when going to edit mode from the creation’s cover page. If there are no camera bookmarks, the view used when last saved will be restored.
In a new creation there is one bookmark already added.
The first button Add Bookmark is enabled while not at one of the bookmarked views. Click on it to add a bookmark at the current view to the list with the thumbnail of what can be seen.
Below is a list of bookmarked views, with a thumbnail. Click on one to go to that view. If already at that view, click on the bookmark to retake a screenshot at that view.
Use shift + to edit the name of the bookmark.
Use to delete the bookmark.
# Search
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
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
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
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. Or hold while using another tool to use the move tool temporarily.
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 the target 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 talks 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 pushing 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 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.
If an object is moved in this way while time is paused, that object’s initial position will be set to where it was moved to. This means object can be made movable, time is run to allow it to settle naturally in the scene, then pause time and “touch” that object to lock it in to that position… and then make it non-movable again. (Tg)
# Stretch
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. (Tg)
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
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.
To remove the “live clone” setting from a sculpt, press on that sculpt while using the clone tool. (Tg)
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
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
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
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
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 everything except what you are hovering over.
# 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. (Tg) (Pk) Note that paint is not 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)
This also means that this is a more efficient way of making a sculpt appear looser and its flecks larger. (Tg)
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
(See Modes > Sculpt.)
Starts a new sculpt.
Paint
(See Modes > Paint.)
Starts a new painting.
Coat
(See Modes > Coat.)
Style
(See Modes > Style.)
Effects
(See Modes > Effects.)
Sound
(See Modes > Sound.)
Test
(See Modes > Test.)
Update
(See Modes > Update.)
Photo
Goes into photo mode, with the added option to show gadgets and windows with . (See Modes > Photo.)
Animate
Animation gadgets and settings.
Action Recorder
When a new action recorder is stamped, it will go into recording mode.
Keyframe
When a new keyframe is stamped, it will go into recording mode. (Tg)
Timeline
Record Possession
After stamping a new Possession Recorder gadget, record mode is started.
Mic On/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.
They 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, Look Cursor 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, Puppet Interface, Head/Camera Tracker, and Hand/Imp Tracker.
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
While moving objects that contain an auto guide, the auto-guide settings will be obeyed. (Pk)
Auto-guide gadgets are taken into account while their parent object is held. (See Gadgets > Auto Guide Gadget.)
# Surface Snap
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
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
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 opinons.
When moving something on the grid, the green plumb 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) If the grid has been set to something other than the default, it will be used when moving objects around while the grid is off. (Tg)
This is great for flipping or rotating cloned objects in-place to add variation to how they look in the scene. (Tg)
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.
When grid snap is off, the grid’s orientation is still used. Precise move follows the orientation. And using / while holding an object will orient it to 90 degrees to the grid’s current orientation.
Stay Upright
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
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. (Tg)
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
Gives you much more control over angles when moving or rotating objects. (Tg)
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” (default) 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. (Tg) 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. (Tg)
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
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) (Tg)
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.
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
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
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
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
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
When off, hides all rulers. (See Gadgets > Ruler Gadget.)
Zones
When on, shows all zones even if their gadget is not selected or tweaked.
Connectors
When on, shows connectors. When a connector is added, this is turned on automatically.
# X-Ray
When on, all gadgets and windows are shown even when obscured by other non-gadget objects.
Thermometer
When on, the thermometer will be shown at all times instead of only when the percentage of a thermometer changes. (See Thermometer.)
Wires
When on, wires will be shown.
Paint
When on, shows paintings in the scene. When unchecked, hides paintings in the scene. (Pk)
Coat, Style, Effects
When on, stops showing the effect of tint, finish, fleck style, and effects settings.
Hover Effect
When on, the imp will no longer tint objects white and show a white outline while hovering over an object.
Grab Points
When on, the grab point of the element will be visible and movable. (See Creation Types > Element.)
# Rewind
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
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 processed. (Pk)
Context
# Scope In
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
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
Unhides everything. Shows the number of items in the scene that have been hidden using this tool.
Unfreeze All
Unfreezes everything. Shows the number of items that have been frozen.
Increase, Decrease
Toggles between increasing detail and reducing detail.
Consider Scale
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
NOTE: check how it affects paint.
Only has an 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 for a number of reasons:
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.
Good for working on different sides of a modular sculpt and being able to see how they fit together all from one angle. (Tg)
Puppet Mirror
NOTE: Fill out with potential problems and how to fix them.
When on and manipulating body parts, the opposite body part (eg. the other hand) will be manipulated in a flipped way across the central line of the puppet’s chest object. (Tg)
Group
A Group has its own Group Tweak Menu. Hover over it and press shift + to see its tweak menu.
Creates a group containing the selected objects. (See Assembly Mode > Automatic Grouping.)
A group uses the current grid to store the group’s origin and grid settings. (Tg)
As a group can be made with any two objects, if a group is required for some effect but there isn’t a second object that needs to be grouped up then an empty microchip can be used easily and cheaply to allow a group to be created.
# Merge Paintings
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
Deletes all selected objects.
Open Tweak Menu
Opens the tweak menu for the selected object that was created first.
# Hide Everything Else
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
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
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
NOTE: Does this force a save on the source after the new creation has been saved out?
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
Begins recording into the Keyframe.
# Stop Recording
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 “View” or “Play.”
and click onYou can also access this mode from the cover page of a creation.
Camera
NOTE: oldest controller sensor? pointer weighted by its gizmo position or the gadget’s position? any type of linked possessed object becomes invisible when orbiting camera is too close? or when any camera view is too close? what about non-possessed possessable objects? multiplayer.
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. (Tg) Note that camera gadgets ignore the player’s “Invert Y” setting; they simply define a view.
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.
Note, this will kick in when the possessed controller sensor is told to respawn. In the time between the existing object being destroyed and a new one being created, if there is another possessable controller sensor in the scene the camera will attempt to adjust to orbit it. (Tg)
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 orbiting and 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 orbiting 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)
Origin Point
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. (Tg)
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. (Tg) (Pk)
However, if you edit one of those clones, the graphics thermometer will go up as it has become a unique sculpt separate from the others and so cannot reference the exact same sculpt. (Pk)
See Live Clone for details on how to edit one clone and have others automatically update, to make sure the graphics thermometer does not go up. (Tg) Note that live clones still use their own gameplay thermo and have their own settings without affecting the sculpt being a live copy. (Tg)
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. (Tg)
On the other hand, if you made a single sculpt containing 100 tiles, it would have a 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
Note that undo and redo affects the edits already added, not adjustments while tweaking the shape.
Redo
Note that undo and redo affects the edits already added, not adjustments while tweaking the shape.
Move
(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 across 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
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
Works on individual stamp or smear edits.
Delete
# Stamp
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 hide existing mass from the sculpt—as if it was never there—and make 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
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
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)
Using different settings, spraypainting complex texture can be quick and easy. (Tg)
Looseness
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. (Tg) So it’s a good idea to use the looseness tool to loosen surfaces of a sculpt which will not be seen.
When soft-blending, affects the looseness of the surface of positive geometry more as it approaches the surface of the edit shape.
Crop
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 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
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
A six-sided box or rectangular prism.
Stretchable from each side.
Cylinder
A circular prism.
Stretchable in 4 orthogonal sides of the circular tube as if the sides of a box, and from the two flat circular ends.
Sphere
An ellipsoid. Starts as a regular sphere.
Stretchable on all 6 sides as if it were filling a box.
Cone
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
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 circular cross-section.
Filled Donut
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 bottom sides will be affected by the top and bottom edge of the circular cross-section, making the shape fatter or thinner height-wise.
Wedge
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
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
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
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
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. Clicking 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
NOTE: check moves shortcut
Shortcuts: When using the DS4, .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. (Tg)
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:
- Square
- Circle
- Triangle
- Hexagon
- Dots
- Scribble
- Veins
- Splat
- Straight
- Heavy (default)
- Hatching
- Cubist
- Impressionist
- Expressive
- Baroque
- Streaky (good for grass)
# 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
Half shiny-rough (at 60%), half wax-metal.
Plastic
60% shiny-rough, half wax-metal.
Shiny
Full shiny, half wax-metal.
Rough
Full rough, half wax-metal.
Metal
50% shiny-rough, full metal.
Wax
50% shiny-rough, full wax.
Shiny Metal
Full shiny, full metal.
Shiny Wax
Full shiny, full wax.
Rough Metal
Full rough, full metal.
Rough Wax
Full rough, full wax.
Guides
Show/Hide
Context
Hide Everything Else
Start New Sculpture
Creates a new sculpture and begins editing it with the same tools and settings.
Stamp in Place
Stamps the edited shape in its current position.
# Edit Shape
NOTE: Do looser edits affect geometry?
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. (See Sculpt Mode > Tool.)
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.
# Tool
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. (Tg)
Using this method, more than one dimension can be extruded.
- “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
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
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
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
Shortcuts: When using the moves, while holding secondary to adjust looseness, 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 not available for all shapes.
The hole is defined by how far away from the centre of the shape the hole starts. Then everything from there towards the centre is cut away. (Pk)
Opacity
Dictates how much the existing surface colour of the sculpt is affected by the new colour. (Pk)
Section
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 remain 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
Stamp Fleck
Allows you to stamp individual flecks one at a time.
Brush Flecks
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
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
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
When new edits are made, they will have this fleck type.
Finishes
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. (Tg)
The painting will start at the last frame you viewed while editing it. (Pk)
Previous
Shortcuts: When using the DS4, + .Moves to the previous frame if there is one, and displays it for editing. (Tg)
Next
Shortcuts: When using the DS4, + .Moves to the next frame and displays it for editing. (Pk) (Tg) If there is no frame after the current one to move to, adds a frame at that position and moves to it. (Pk)
Insert
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
Deletes the current frame.
Onion Skinning
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
Context
Hide Everything Else
New Painting
Creates and edits a new painting object, while keeping the tool settings.
Edit Fleck
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
Shortcuts: When using the moves, hold and twist as you paint flecks.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
Shortcuts: When using the moves, hold and twist as you paint flecks (not in stamp mode).Controls the opacity of any flecks you add.
Scatter
Shortcuts: When using the moves, hold and twist as you paint flecks.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
Tint
NOTE: What if the tint amount is not at 0%? 100%? 200%?
When used on a selected object, applies to all selected objects. (Tg)
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
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
NOTE: When reducing does it set things to 50%?
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
Increases or reduces the glow setting. (Pk)
Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.
Revert
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
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
Select a colour. Used by the Tint tool.
Finishes
Guides
Show/Hide
Context
# 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
SuperStyle
When used on an object, sets the fleck of that object instantly, and combs the flecks all at the same time.
While using the tool, an object’s looseness can be set instantly by holding and twisting. And its impasto can be set intantly by holding and twisting.
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.
# Apply Fleck Tool
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
Changes the Looseness setting. (Pk)
Use the Volume Brush to apply to all sculpts and all paint flecks within the volume.
# Impasto
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
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
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
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
Toggles between adding and subtracting the effect of the tool.
Flecks
Guides
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
# Boil
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
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
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
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
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
Reverts the effects settings of sculpt or painting objects to 0.
Can use the Volume Brush to affect multiple objects at once.
Add, Subtract
Toggles between adding and subtracting an effect with the corresponding effect tool.
Guides
Show/Hide
Context
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
Opens a search filtering for instruments, with nothing recorded in them. (Mm)
Search Sound Effects
Opens a search filtering for sound effect creations.
# Search Effect Fields
Opens a search filtering for effect field objects. (Mm)
Note, this is the only way to create an effect field.
Search Music Clips
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. 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
Draw Notes
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 to different degrees. Notes will be coloured according to the amount of spiciness applied at the start of the note. (Bg)
# Perform
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. (Tg)
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. (Tg)
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 remain 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:
- Basic: Major, Minor, Harmonic Minor.
- Additional: Major Pentatonic, Minor Pentatonic, Wholetone, Augmented, Diminished.
- Modal: Dorian, Phrygian, Lydian, Mixolydian, Aeolian, Locrian.
- Other: Blues Major, Blues Minor, Fifths, Octaves, Egyptian, Romanian.
# Sound Recorder
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
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
Turns on the arpeggiator behaviour and settings. (Tg)
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.
Faster, Slower
Moves up and down the allowed length of each note of the arpeggiator. (Tg)
The speeds are as follows: 1/8th of a beat, 1/12, 1/16, 1/24, 1/32, 1/48.
The speed can be changed while performing and touching the touchpad in different areas.
Notes
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. (Tg) By default the notes toggled on are Do, Mi, and Fa.
Patterns
Expands the pattern settings, revealing a series of options. Only one may be selected. (Tg)
“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
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. (Tg)
Octave Spread
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
Settings allowing for the performance of chords.
On/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
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.) (Tg)
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
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
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
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
Context
Start Performing
Stop Performing
Shortcuts: When using any control scheme, shift + .Exits performance mode.
Reset
Play Time
Record
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 instrument 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
Unlock Camera
When off, the view will be locked to where 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 is active at a given time.
Heatmaps Off
When on, normal viewing is used.
Overdraw
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
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
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
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 gameplay/logic processing will start to slow down if the performance costs exceed that amount.
Press to close the Analysis Overview.
Rewind
Play
# Update Mode
NOTE: Does any object with an imported object’s component inside it get selected? Version date and notes? Button icons. Does “replace local” affect auto-update? Is it remembered between edit sessions?
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
NOTE: for moves?
An overlay is shown over the image that will be captured. Use and to cycle through the overlays:
- Thirds
- Scene circle
- Element hexagon
- Vertical dream rectangle, used in dream surfing
- None
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
- Advanced Mover
- Advanced Rotator
- Angle Sensor
- AND Gate
- Auto Guide
- Camera
- Camera Pointer
- Camera Shaker
- Calculator
- Combiner
- Controller Sensor
- Counter
- Checkpoint
- Destroyer
- Dialogue Text Displayer
- Doorway
- Emitter
- Effect Field
- Exclusive Gate
- Exclusive OR Gate
- Fog
- Follower
- Force Applier
- Global Settings
- Grab Sensor
- Grade & Effects
- Gyroscope
- Hand/Imp Tracker
- Head/Camera Tracker
- Health Manager
- Health Modifier
- Impact Sensor
- Keyframe
- Laser Scope
- Light
- Look At Rotator
- Look Cursor Sensor
- Microchip
- Movement Sensor
- Mover
- Node
- NOT Gate
- Number Displayer
- OR Gate
- Possession Recorder
- Prize Bubble
- Puppet
- Puppet Interface
- Randomiser
- Rocket Rotator
- Rotation Sensor
- Rotator
- Ruler
- Rumbler
- Score
- Score Modifier
- Selector
- Signal Generator
- Signal Manipulator
- Sound
- Splitter
- Subtitle Displayer
- Sun & Sky
- Switch
- Tag
- Teleporter
- Text Displayer
- Timer
- Timeline
- Trigger Zone
- Value Slider
- Variable
- Variable Modifier
- Wiper
- Wireless Receiver
- Wireless Transmitter
- Speaker
- Reverb
- Delay
- Master Mixer
- Channel
Gadgets do things or show things to the user while powered.
Most gadgets have no effect while completely unpowered and so will not be processed. So unpowering gadgets while they are not needed is good for performance and also for not hitting the performance limits built in to Dreams to keep the scene running. (Tg)
A gadget with a wire going into its power will use the signal going through the wire to decide whether it is powered or not. While it has no wire going into its power, it will use the power button’s state to decide this instead. (Tg)
# Action Recorder Gadget
Thermometer usage: 0.0061% gameplay > things.
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
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:
# Animation Speed
Dictates how fast the recording will be played back, relative to the original speed. (Jj)
# Amplification
Modulates the size of the recorded changes—whether that’s size, position, rotation, or setting values. (Jj)
# Springiness
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
When on, reverses the animation when playing back. So it will effectively start playing from the end toward the beginning.
# Travel
When on, instead of reverting 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
When on, will leave all affected settings in the current recorded position. When off, all settings will revert to their original values. (Jj)
Using this on a timeline with blends between keyframes can cause the restoration to compound over time, as it is re-applying it every frame. To fix this, the keyframes on either side of the blend should have Keep Changes set, and the suitable setting recorded into them. (Tg)
# On End Trigger
Sends a pulse when playback has ended. (Jj)
# Advanced Mover Gadget
Thermometer usage: 0.0061% gameplay > things.
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
The target speed of the affected objects on the X, Y, and Z axes. (Tg)
When using the modulate blending mode, change the speed of an axis from positive to negative or vice versa to invert that axis. (Tg)
# Strength
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
How quickly the object slows down to the target speed. (Jj)
# Local Space
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 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
Thermometer usage: 0.0061% gameplay > things.
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
The target rotational speed for a given axis.
# Rotation Strength
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
The gadget’s ability to slow the rotation of an affected object to the target rotational speeds.
# Local Space
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 gadget will affect all objects linked to this output.
# Angle Sensor Gadget
Thermometer usage: 0.0061% gameplay > things.
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
The angle of the core angle range to detect. (Jj)
# Angle Range Falloff
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
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
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
The objects whose angle will be sensed.
# Orientation
Sends the orientation of the object.
# AND Gate Gadget
Thermometer usage: 0.0061% gameplay > things.
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
The number of used ports. (Ao)
# Inputs
Many inputs used to find the lowest value. If all input values are 1, for example, then the lowest input will be 1.
# Result
Normally used to output 1 when all inputs send 1. Outputs the lowest value signal received.
# Auto Guide Gadget
Thermometer usage: 0.0061% gameplay > things.
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
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
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
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:
# Stay Upright
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
The minimum scale allowed for the element. Enforced while obey auto-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 precedence.
# Maximum Scale
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
Thermometer usage: 0.0061% gameplay > things.
When turned on, the player’s view changes to the one set by the gadget.
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.
Locking the camera
To lock in a camera to override the default camera, wire a signal into its power or place it into a microchip. (Tg)
Tweak Menu
# Camera Settings
# Focus Distance
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
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
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:
# Transition Time
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)
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
Sends a pulse when the player’s view is at this camera.
# Black Bars
When on, displays black bars like some films. Useful for cut-scenes.
# Imp & Player Settings
# Imp Scale
The size of the imp relative to its normal size.
# Minimum Imp Distance, Maximum Imp Distance
NOTE: Figure out what this actually does.
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. 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
NOTE: How close to the edge of the screen does the imp need to get for the angle to start following?
An angle the camera may move to follow the imp when the imp nears the edge of the camera’s view. (Jj)
# Disable Controller
When on, no controller input will be processed by the scene. (Jj)
# Hide Imps
When on, no imps will be visible or interact with the scene. (Jj)
# Pitch & Roll in VR
When off and using VR, only the camera gadget’s yaw (looking left/right) will be kept. Its pitch (tilting your head up and down as if nodding) and roll (tilting your head side to side like a cute dog) will be ignored, and the headset’s pitch and roll will be kept.
When on and using VR, the pitch and roll will be used as the base orientation of the player’s view.
This applies to scoping into the camera to move it, while editing in VR.
Another way to think about this is: When off, the headset pitch and roll will override the view. When on, the headset pitch and roll will be added to the camera’s pitch and roll.
# VR Scale
When using VR, the scale of the world in relation to the player’s view. The scale of the gadget itself has no effect.
# Camera Pointer Gadget
Thermometer usage: 0.0061% gameplay > things.
Indicates a direction the default camera should point in. (Tg) Does not affect the view while a camera gadget is active.
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)
Good for giving the player a useful viewing angle for a particular area. (Tg)
The angle used is relative to the rotation of the gadget itself. (Tg) Note that the settings in the tweak menu will change as the gadget rotates.
When multiple pointers are active at once, they will affect the view depending on how close the target controller sensor is to that pointer. (Tg)
The amount the gadget is affecting the view is indicated as a bar on the face of the gadget.
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.
Tweak Menu
# Sticky
The default camera will stick to the pointer’s position as well as its angle. (Tg)
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
NOTE: What does this number represent?
How far away from the puppet the view will be while this pointer is active. (Tg)
# Tilt
Rotation around the local X axis of the pointer.
When looking perpendicular to the floor plane, positive looks “down” and negative looks “up.”
# Yaw
Rotation around the Y axis.
# Activation Output
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
How far to push the camera’s view.
# Shake Speed
How quickly the view changes over time.
# Preview
Demonstrates the current shake settings for 2 seconds.
# Calculator Gadget
Thermometer usage: 0.0061% gameplay > things.
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).
If one operand is a fat wire value and one is a thin wire or single value, all components of the fat wire will be operated upon. (Tg)
Tweak Menu
# Operand A
The first value/operand.
# Calculation
The type of operation to perform using the values. (Jj)
This selector has 15 options:
# Operand B
The second value/operand.
# Result
Outputs the result of the calculation.
# Combiner Gadget
Thermometer usage: 0.0061% gameplay > things.
A combiner combines multiple values into a single signal, outputting a fat wire.
Tweak Menu
Type
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
NOTE: check gizmo
Thermometer usage: 0.0102% gameplay > things.
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.”
The first 3 tabs show a Controller Mapping View selector allowing the creator to adjust which icons are shown: dualshock 4 buttons, or the move controller mapping.
The default camera orbits possessed controller sensors, is moved with the right stick and adheres to the “invert camera” setting within Dreams. (Tg) (Mm)
Note that the outputs from the controller sensor can be overridden by wiring a value into that output. (Tg)
The orientation of the controller sensor will dictate where the orbiting camera will start from. The sensor should face the front of the character, which will cause the orbiting camera to start on the other side facing the back of the character. (Tg)
This gadget has a gizmo: Shows a preview of the imp or the axis relative to the possessed object. This can be moved, rotated, and scaled. (Tg)
# Object Ownership
NOTE: add note to emitter and test
When an object is possessed through a controller sensor, it, any object contained within it (eg. within a group or surface-snapped to it), and any object emitted by an emitter contained within it is “owned” by it.
This can also be set on sculpt, group, and puppet objects by wire. (See Sculpt Tweak Menu > Player Ownership.)
Output Settings
Sliders and buttons for controller outputs can be set by wire, which will be passed through to the output.
They can also be set using keyframes or similar recording gadgets. However a button setting cannot be recorded as off, only on. And sliders (eg. ) will use the higher between the recorded value and its normal output. (See Gadgets > OR Gate Gadget.)
Note that these sliders don’t do anything beyond give a visualisation of what the triggers are doing. Any changes made by dragging the slider with will be immediately overridden by the actual trigger value.
Tweak Menu
# Controller I/O Page 1
# L2 Button, R2 Button
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
These are on/off buttons with input and output, corresponding to the named buttons on the controller.
# Controller Mapping View
The outputs on this tab map between dualshock controls and move controls in the following way: = , = , = , = , = , = , = , = .
# Controller I/O Page 2
# Left Stick, Right Stick
Gives a fat wire.
The X and Y values sent are relative to the current view’s angle, for example 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)
A custom deadzone can be created using a timeline. (Tg)
# Directional Buttons
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
Gives a fat wire with 3 values corresponding to the controller’s tilt relative to the current view.
# Touchpad Button, L3 Button, R3 Button
Sends a signal while the corresponding button is held down.
# Controller Mapping View
The outputs on this tab map between dualshock controls and move controls in the following way: = + (secondary orientation while holding secondary trigger), = no mapping, = , = 1 , = , = , = .
# Controller I/O Page 3
# Left Stick Local, Right Stick Local
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
Sends 1 (“on”) while the corresponding button is held.
# Enter, Back
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, whereas in most other places is to enter and is to go back.
# Controller Mapping View
= + (secondary orientation while holding secondary trigger), = no mapping, = , = , = , = .
# 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
NOTE: Is the distance mult What is the percentage referring to? Is this multiplied by the camera distance?
The height relative to the controller sensor that the camera focuses on, multiplied by the current camera distance. (Tg)
# Camera Distance
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
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
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
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.
VR Scale
# Platforming Shadow
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.
# Offscreen Indicator
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
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.”
# Important Properties & I/O (Input and Output)
# Possession Mode
Dictates how the player can interact with the controller sensor or the attached object.
This selector has 4 options:
# Player 1, Player 2, Player 3, Player 4
These are settable switches.
When on, a switch allows the corresponding player to interact with the controller sensor.
# ‘Follow Imp’ Behaviour
When using the “follow imp” setting, dictates how the attached object orients itself relative to the imp. (Tg)
This selector has 3 options:
# Allow Imp During Possession
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 momentarily.
# Force Possession
When on, the imp will immediately possess the controller sensor when it becomes powered and the player is not yet possessing a controller sensor. (Tg)
While on, the controller sensor cannot be depossessed.
# Depossess
When triggered, the controller sensor is possessed, and Force Possession is not active, the player depossesses this controller sensor. (Tg)
# Possession Visual
How the imp will be displayed once the attached object is possessed.
This selector has 4 options:
# Imp Docking Tag
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
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
NOTE: wire type
Sends a signal when the controller sensor is currently possessed.
# Player Ownership
NOTE: wire type
Sends a “player info” fat wire regarding who is currently possessing this controller sensor.
# Microphone
NOTE: Is this just the possessing player, or any player that’s lit up on the IO tab?
Sends the current volume (envelope) being picked up by the possessing player’s microphone.
# Respawn
When triggered, the possessed object is destroyed and recreated in a set position and orientation. (Tg) 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
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
NOTE: wire type
Sends “on” while the controller sensor is in the “dead” state. (Tg)
# Offscreen Death
NOTE: wire type
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
Thermometer usage: 0.0061% gameplay > things.
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
The target integer value.
# Current Count
The current integer value of the counter. Cannot go below 0, or above the target value.
# Counter Full
Outputs “on” while the current value is equal to the target. (Jj) (Tg)
# Count Progress
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
When a signal begins and the current value is lower than the target, increments the current value.
# Count Down
When a signal begins and the current value is higher than 0, decrements the current value.
# Reset
When a signal begins, sets the current value to 0. (Tg)
# Checkpoint Gadget
NOTE: controller sensor which way is “forward”? add the new settings.
Thermometer usage: 0.0065% gameplay > things.
When respawning, if there is an active checkpoint the player will be spawned at that checkpoint. (Tg)
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.
This gadget has a gizmo: The point at which a player will respawn, as well as an arrow pointing in the horizontal direction the player will be spawned looking at.
When the Activate Me setting is unwired, also has a zone gizmo centred around the respawn position. (Tg)
# Properties & I/O (Input & Output)
# Activate Me
When sent a non-zero signal, the checkpoint becomes the active one. (Tg)
# Currently Active
Sends an “on” signal while the checkpoint is active. (Tg)
# Just Spawned
Sends an “on” pulse on the frame when something spawns at the checkpoint. (Tg)
# Zone Size
Settings work similarly to a trigger zone shape, without falloff. (Tg)
When a possessed controller sensor attached to an object including a visible sculpt enters the zone, the checkpoint will activate.
# Destroyer Gadget
Thermometer usage: 0.0061% gameplay > things.
Removes affected objects from the scene when powered. (Jj)
This is very useful for “tidying up” gadgets that will be unneeded, freeing up gameplay thermo for other objects within the scene. So if emitters are being used either to create these objects or other things in the scene, it’s a good idea to destroy things that will be unneeded. (Tg)
For example, when there are multiple options with associated gadgets but only one will be selected, wire destroyers to each possible set, and turn off the destroyer only for the one we don’t want to destroy. (Tg)
Tweak Menu
# Affected Object(s)
All objects wired to this output will be destroyed by this destroyer when powered.
# Object Destroyed
Sends a pulse when the affected objects have been destroyed.
# Destroy Connected Objects
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
Thermometer usage: 0.0155% gameplay > things.
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
# Text Box Properties
# Border Properties
# Alignment
# Settings
# Prompts to Skip/Close
# Prompt to Skip
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:
# Prompt to Close
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:
# Show Prompt in Text
When on, displays prompts next to the dialogue for skipping or closing when those controls are applicable.
# Dialogue Properties
# Imp Text Prompts
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
Options the player can choose from.
# Inputs & Outputs
# Start Text
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
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
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
Sends a signal while the text is active and the animation is complete.
# Text Animating
Sends a signal while the text is active and the animation is not yet complete.
# Text Animation Progress
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
Thermometer usage: 0.0061% gameplay > things.
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 the 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
Dictates the kind of doorway this is for the scene, and how it can be used. (Jj)
This selector has 3 options:
# Activated
Sends a pulse when the doorway was used to enter the scene
# Wipe Effects
(See Gadgets > Wiper Gadget.)
# Checkpoints
# Checkpoint Mode
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
Pulses “on” when a player spawns from this doorway. (Jj)
# Emitter Gadget
Thermometer usage: 0.0072% gameplay > things.
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. (Tg) (Jj) You can then communicate with the emitted logic from the originating object if needed. (Tg)
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)
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.
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)
The emitted object will immediately run any logic it contains, so it can completely change form even after being emitted. (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.
A red dashed line is shown leading to the current centre of the reference object (not the centre currently used by the emitter). A white dashed line leads to the position of where the object will be emitted.
The gizmo can be animated to emit objects in different places using the same emitter. (Tg)
# Properties
# Object to Emit
Click on it and then an object in the scene to link the object to the gadget. Press to unattach the attached object. (Jj) (Tg)
The attached object will have its power turned off. When emitting, a copy of the current state of the object will be used and its original power state will be restored for the emitted copy. This means you could turn the power on for the reference object and allow it to change live. Then when it is emitted, the state it has at the moment the emit takes place will be used for the emitted copy. (Tg)
Note, as the reference object is powered off it will normally disappear from view. But it is still in the scene, still uses thermo, and importantly is still editable by turning off Preview Invisibility. (Tg)
Note that the centre of the object is found at the time it is linked, based on the bounds of all contained objects. The true centre could change after that, but the centre used to emit the object will not change. (Tg)
# Emit Speed
The initial speed of the object along the specified direction. (Jj) If this is non-zero, the emitted object will behave as if it was “movable” turned on. (Tg) (See Sculpt Mode > Movable.)
Note that this can be set to 0, and the object will still be able to move—for example by using a Mover or simply setting it to be movable. (Tg)
# Rotation
The initial rotation speed of the object. (Jj) If this is non-zero, the emitted object will behave as if it was “movable.” (Tg)
# Ignore Parent Speed
When on, the initial speed will be used absolutely. When off, the initial speed will be added to the speed of the gadget. (Jj) (Tg)
# Time Between Emits
When in continuous mode, specifies how long to wait before emitting a new object both after becoming powered and after each emitted object. (Jj) (Tg)
When at 0 seconds, a new object will be emitted each logic frame (30 frames per second).
# Emit Mode
Dictates when objects are emitted while powered.
This selector has 2 options:
# Local Space
When on, the orientation of the objects and direction they are launched in or rotate around are relative to the orientation of the gadget and so will rotate when the gadget rotates. (Tg)
When off, the orientation is absolute to the scene and will not change.
# Emitted Object Lifetime
When emitted, the new copy will be destroyed this amount of time later. (Jj) (Tg)
# Max Emitted at Once
The maximum number of objects emitted by this gadget that can exist at once time. (Tg)
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
The maximum number of objects that can be emitted by this emitter, regardless of any being destroyed. (Tg)
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
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) (Tg)
# Inputs & Outputs
# Object Emitted
Sends a pulse each time the emitter emits an object. (Tg)
Note that if Time Between Emits is 0 and a new copy is emitted every frame, the output of this setting will be the equivalent of a solid signal.
# Scene Space Direction
If the emitter sets an initial speed to the emitted object, it will give it that speed in this direction. (Tg)
# Scene Space Transform
Sets the transform in the scene that the object will emitted at. This is great for putting a piece of logic at a position within the scene. (Tg) (Tg)
# Destroy Emitted Objects
When the input signal becomes positive, all objects the emitter has emitted are destroyed. (Tg)
# Preserve Wires
When on, emitted objects will have wires added that were connected to the original object. (Tg)
# Effect Field Gadget
Only available by searching for effect fields in Sound Mode. (Tg)
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 emanating out from the centre.
Note, as well as performing notes in an effect field to be affected by it, notes can be moved into the field to be affected by it. Using this technique, some notes or drums can have completely different settings applied to them. (Tg)
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.
This gadget has a gizmo: While in a performance window, only shows while the gadget is tweaked. The Inner Radius and Outer Radius can be dragged visually, as well as a small node that controls the angle and density of the waves. (Tg)
When not in a timeline and using Positional mode, has a core and falloff zone.
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
The colour of the gadget and its field.
# Inner Radius
The size of the inner radius of the field, where the effect applies most strongly to notes. Similar to the Core of a trigger zone.
Cannot be higher than the Outer Radius.
When Positional is on and using the Sphere zone shape, this is used as the core size of the zone.
# Outer Radius
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.
# Upper Height in Timelines, Lower Height in Timelines
When in a timeline, how many rows above or below the effect field gadget will be affected by it.
# Positional
When on, the gadget affects sound gadgets within the scene, much like a trigger zone. (Mm) (Tg)
This includes the LFO wave.
Zone Shape
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. (Tg)
# Movement
The term “LFO” is now used in this tab, standing for Low Frequency Oscillator. This refers to a value changing over time like a wave, in this case how much the effect field is being applied.
# ADSR
Similar to the ADSR setting of a sound gadget, but affecting how much effect the gadget has on the note over time. (Tg)
Note, there is no Release in this setting.
# LFO Depth
How non-effective the field can get in the low parts. (Tg)
# LFO Rate
How fast the wave moves across the field. (Tg)
While LFO Beatsync is on, becomes an integer locked to musically useful tempos: 1, 2, 3, 4, 6, 8, 12, 16, 24, 32, and 64.
# Wave Shape
The shape of the wave moving across the field. (Tg)
This selector has 6 options:
# Beatsync LFO
When on, each wave cycle will be some whole fraction of the beat. Randomised wave shapes will be seeded, meaning the randomised “height” of the wave (how positive or negative the wave is) will be the same for any effect field and the same every time that effect field is played.
When in a timeline or sound performance window, the tempo of this beat will be inherited from the containing gadget.
# Bipolar LFO
The field’s settings will be added to the sound’s settings at the highest point of the wave.
When on, at the lowest point of the wave the field’s settings will be subtracted from the sound’s settings at the lowest point of the wave.
When off, at the lowest point of the wave the field’s settings will have no effect on the sound’s settings at the lowest point of the wave.
# Reverse LFO
When on, the high and low points of the wave are inverted.
# Exclusive Gate Gadget
Thermometer usage: 0.0061% gameplay > things.
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 understand 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:
- Gates that are powered, have a positive signal being sent to it, and have sync on.
- Gates that have interrupt on, unless no gates have interrupt on.
- Gates that have the highest priority.
- Gates in queue mode, unless no gates are in queue mode.
- Gates that were opened the longest time ago, unless no gates are in queue mode.
- Gates that were not just closed.
- Gates that have the highest value being sent to them.
- The gate that was created most recently.
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
The signal to output when the gate is open.
While receiving a positive signal, this gate is requesting to be opened. (Tg)
# Gate Output
Sends the input signal, while the gate is open. (Tg)
# Gate Sync
This is an input. With no wires connected to it, defaults to on.
While on, the gate will open and close as dictated by the other settings. While off, the gate’s state will not change unless there are no other gates 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
NOTE: The gate can be closed like this while the input is not 0, but strange things can happen?
Does not work in “Automatic” mode.
When triggered, the gate will be closed. (Ac) (Tg)
# Active
Sends a signal while this gate is currently open. (Tg)
# Priority
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
NOTE: Double check this.
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
Sets when this gate will be reset.
This selector has 3 options:
# Gate Colour
Sets what colour the gadget will appear. (Tg)
# Exclusive OR Gate Gadget
Thermometer usage: 0.0061% gameplay > things.
Also known as a “XOR” gate.
When only one value is positive, that value is sent. 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
The number of used ports.
# Inputs
Many inputs checked.
# Result
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
Thermometer usage: 0.0063% gameplay > things.
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
The colour of the fog.
# Hue Shift
Shifts the hue of the colour of the fog.
# Density
How much light the fog absorbs and blocks from getting through the fog. (Tg)
# Noise Strength
How much the noise reduces the density of the areas it affects. (Tg)
# Noise Scale
How much the noise pattern is scaled up from the centre of the fog area. (Tg)
# Noise Speed
How quickly the noise changes over time. (Tg)
# Glow
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
Thermometer usage: 0.0061% gameplay > things.
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
Dictates how the gadget moves objects relative to the target position.
This selector has 2 options:
# Speed
The target speed of the object as it travels towards the target. If no target is found, the speed used is 0.
# Strength
The gadget’s ability to overcome other physical forces such as gravity and friction.
# Damping
The gadget’s ability to slow the object once it reaches the target.
# Tag Name
The name of the tag to use as the target. (Tg)
While a tag is targeted in this way it is considered detected.
# Strength & Damping Specifics
# Min. Distance, Max. Distance
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
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 while not affecting movement in other directions. (Tg)
# X, Y, and Z Damping
Affects the damping in particular axes.
# Follower Direction Damping
Affects damping towards the target.
# Inputs & Outputs
# Affected Object(s)
The objects to move.
# Target Position
When set, the follower will try to move the affected objects such that the follower’s position is at the target position. (Tg)
Can be used to put some object at the same position as the camera. (Tg)
# Found Target
Sends “on” while a target is being used.
# Force Applier Gadget
Thermometer usage: 0.0061% gameplay > things.
Applies force to movable sculpts or the start points of strokes within physical paintings. (Mm)
Can be used to influence the physics a little to make things look more random and natural. (Tg)
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
The intensity of the force applied to objects.
# Force Speed
NOTE: What exactly does this “speed” represent in physics terms?
The speed of the force applied to sculptures. (Tg)
# Force Speed On Strokes
The speed of the force applied to paintings that have “physical” enabled. (See Painting Tweak Menu > Physical Properties.) (Tg) (Tg)
# Force Mode
Whether the force will pull things towards the position or push things away from the position.
This selector has 2 options:
# Force Type
How the force vector will be calculated.
This selector has 2 options:
# Target Position
Sets the location of the source of the force independently to the centre of the zone where the force is applied.
# Force Applied
Sends “on” while an object is being affected by the force.
# Local Space
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
Thermometer usage: 0.0061% gameplay > things.
Contains settings that apply to the scene as a whole.
# Settings 1
# Adjust Gravity, Gravity Strength
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
NOTE: What if the fall is affected by movers or forces? When exactly does this kick in?
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
NOTE: Test to figure out what this setting does exactly.
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
NOTE: Test to make sure.
When on, activates the Multiplayer Offscreen Timeout slider. This dictates how long a player can be offscreen before their puppet dies.
# Camera Boundary
NOTE: How are the “boundaries” of the scene decided?
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
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
NOTE: If players are already connected, what order are they ignored in? Reverse order they connected? Player “number”?
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
Sends the number of players currently connected to the PlayStation 4.
# Camera Transform
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
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.
Is In VR?
# Grab Sensor Gadget
Thermometer usage: 0.0061% gameplay > things.
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
(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)
# Set Grab Point
When on and a player grabs the associated object, their imp or tracker will use the grab point gizmo’s position and orientation.
# Sense Grab
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.
Good for easily making a button the player can “click” with . Or allowing an object to move only while it is grabbed. (Tg)
# Grabbed
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
Sends a signal when an attached object is hovered over. (Jj) (Jj)
# Imp Stretch
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
Thermometer usage: 0.0065% gameplay > things.
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
Increases or decreases the overall brightness. (Jj)
# Contrast
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
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
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
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
Dictates the colour of the vignette effect when visible. (Jj)
# Vignette Strength
The opacity of the vignette. (Jj)
# Bloom
Light will “bleed” out of bright objects within the screen, making halos appear around these objects. (Jj)
# Lens Flare
Similar to bloom, but produces a line of light as if refracting through physical lenses in a camera. (Jj)
# Grain Effect
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
Sharpen makes pixels have more contrast near boundaries where colours change. Blur makes each pixel the average of nearby colours. (Jj)
# Motion Blur
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
Blurs the entire view depending on the speed of the camera movement. (Jj)
# Pincushion
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 are pulled outward. (Jj)
# Hue Selectivity
# Hue Selectivity
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 overridden 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
The hue around which a band of colours are affected.
# Pixelation & Glitch Effects
# Resolution
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
Dictates the opacity of darker horizontal lines across the view. These lines are affected by the pincushion setting. (Jj)
# Posterise
Reduces the number of colours shown in the view. Colours are rounded to the nearest allowed colour. (Jj)
# Chromatic Aberration
NOTE: Are these channel scaled up from the centre of the screen?
Pushes the red green and blue colours outward relative to the centre of the view. Gives an old-school dodgy TV vibe. (Jj)
# Glitch
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
Thermometer usage: 0.0061% gameplay > things.
Keeps an object oriented “upright.” (Tg)
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
The target rotation speed to move towards the desired rotation.
# Align All Axes
When on, all axes will try to align themselves with the scene’s axes instead of just the Y axis.
# Strength
The gadget’s ability to overcome forces such as inertia, gravity, collisions, etc.
# Overall Damping
The gadget’s ability to reduce rotation to the desired speed.
# Outputs
# Affected Object(s)
Any objects connected to this output will be affected by the gyro.
# Hand/Imp Tracker Gadget
Thermometer usage: 0.0075% gameplay > things.
A group that tracks with the player’s imp(s). Multiple trackers can follow the same imp.
Note that sculpts will react physically if they collide with other sculpts, and the contents of the group will twist and move accordingly—just as with a movable group containing a sculpt.
The colour of the tweak menu will reflect the Laser Colour setting.
Laser
When in VR, a laser is attached to the tracker that works like a Laser Scope. By default it will be the same colour as the imp being followed by the tracker.
Tweak Menu
# General
Visible
Movable When Not Following
# Hide Imp
When on, the imp will not be shown while this tracker is tracking it.
# Gizmo Type
The gizmo will now not adjust based on if the tracker will work for moves-only. Instead, the kind of gizmo required can be selected by the creator.
This selector has 4 options:
# Controller Assignment
NOTE: icons. test left/right moves
Which controller will be followed for a player.
This selector has 5 options:
# Flip For Left-Handed
NOTE: Make a section about which hand is which for the moves.
When following the player’s move controller in their left hand (primary move when left-handed setting is enabled, secondary move if right-handed setting is enabled) the group (and all it contains) will be flipped horizontally (along the X axis of the gadget).
Follow Player’s Imp
# Using Motion Controllers
Sends a signal while the player is using the moves.
# Imp Settings
‘Follow Imp’ Behaviour
Allows “Follow Imp,” and “Gun Style” settings.
# Distance from Camera
How far from the camera the tracker will be moved to in the direction of the imp.
# Follow Grabbed Item
When on, the tracker will move to the point of a grabbable sculpt when grabbed by the imp, and back after the imp lets go.
# Consider Players
NOTE: test
When on, Grabbed, Hovering Grabbable, and Hovering Possessable outputs will send the player that owns the target object.
# Grabbed
Sends a signal while something is grabbed by the controller this tracker is following.
# Hovering Grabbable
Sends a signal while this tracker is hovering over something that is grabbable.
# Hovering Possessable
Sends a signal while this tracker is hovering over something that is possessable.
# Laser Settings
Note that the hand laser does nothing unless in VR mode.
# Override Laser Colour
When on, the laser will use the colour set by this tracker.
When off, the laser will use the colour of the imp it is tracking.
# Laser Colour
The colour used for the laser.
Setting this will turn on Override Laser Colour.
# Override Laser Properties
NOTE: What is this overriding? update uisettings icon
Overrides the laser properties with the settings below.
# Laser Length
The distance that the laser reaches as well as grabbing and possessing.
# Beam Power
Adjust the visuals of the beam, making it appear more big and powerful and cool at the high end, and thinner at the low end.
# Show Beam
When on, the beam is visible.
# Show Reticule
When on, a circular animated graphic is shown where the laser hits an object.
Consider Players, Hit?, Hit Position, Hit Surface Orientation, Hit Distance
# Head/Camera Tracker Gadget
Thermometer usage: 0.0062% gameplay > things.
A group that tracks with the player’s view. Multiple trackers can follow the same player’s view.
Note that sculpts will react physically if they collide with other sculpts, and the contents of the group will twist and move accordingly—just as with a movable group containing a sculpt.
Game View vs Headset View
The game view is defined as the current camera’s angle and position. Think of it as a window; you can move forward and back and side to side, but the window frame won’t move with you.
The headset view is defined as the current position and angle. Think of it as an American football helmet; you can move around and shake your head and the faceguard will move with you.
Look Cursor
The look cursor is effectively a Laser Scope pointing from the centre of the view in the direction of the view is facing.
Tweak Menu
# General
Visible
# Movable When Not Following
While not following the player’s view, the group will become movable.
# Follow Head in VR
When on, the tracker will follow the “headset view.”
When off, the tracker will follow the “game view.”
# Multiply Scale
Scales the contents of the group relative to the centre of the group.
Objects in the group are normal objects within the world, so when you get up-close to something they can collide with walls etc. Using this setting, you can make everything in the group very small and close to the camera and so will reduce the likelihood of the objects colliding.
# Follow Player’s Head
If no input is wired, the first player’s view will be followed.
When an input is wired will use that signal to follow or stop following the player’s view. When sent a positive signal, the tracker will follow. When sent a non-positive signal <= 0
, the tracker will not follow.
If the input is a Player Info fat wire type, the tracker will follow the lowest-number player’s view that has a positive value in the corresponding position of the fat wire; otherwise the first player’s view will be followed.
If no player has a positive value in the fat wire, the tracker will not follow any player.
Will always output a Player Info signal. If a non- Player Info input is wired, the values of the output will all be the default.
# Look Cursor Settings
# Enable Look Cursor
When on, the look cursor and the rest of the settings in this tab will be enabled.
# Show Look Cursor
Displays a white dot at the centre of the view, indicating where the cursor is hitting.
When using VR, the depth of the cursor will match whatever it is hitting.
Cursor Range, Falloff, Consider Players, Hit?, Hit Position, Hit Surface Orientation, Hit Distance
# Labels
# Outputs
# Head Position
The position, orientation, and scale of the current view.
X Direction, Y Direction, Z Direction
# Is In VR?
Sends a signal while the player is wearing the headset.
# Is VR Comfort Mode On?
Sends a signal while the player has “Comfort Mode” enabled.
# Health Manager Gadget
Thermometer usage: 0.0061% gameplay > things.
Stores and manages the current health of an object.
# Properties
# Max Health
The maximum health allowed.
# Current Health
The current health the linked object has. Note this cannot be set to a value higher than the maximum health setting.
# Cooldown Time
After taking damage how many seconds to wait before damage can be taken again.
# Consider Players
When on, affects the Currently Gaining Health and Currently Losing Health outputs.
# Inputs & Outputs
# Affected Object(s)
Links the health modifier to one or more objects. While any of those objects would be affected by a health modifier, this health manager is affected by the modifier.
# Remaining Health (%) Percentage
The percentage of current health relative to the maximum health. Output =
current health
÷ maximum health
This can be used to drive a health bar or the colour of a health indicator. (Tg)
# Currently Gaining Health
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
Similar to Currently Gaining Health but for when health is subtracted.
# No Health
Sends a signal while “Current Health” is at 0.
# Reset Health
When triggered, sets “Current Health” to the “Max Health” value.
# Health Modifier Gadget
Thermometer usage: 0.0061% gameplay > things.
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
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
When health will be modified while powered.
This selector has 2 options:
# Modifier Type
What will trigger the modification to happen.
This selector has 2 options:
# Consider Players
Affects the output of Currently Modifying.
# Zone Size
(See Trigger Zone > Zone Size.)
# Labels
(See Trigger Zone > Labels.)
# Inputs & Outputs
# Currently Modifying
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)
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
Thermometer usage: 0.0061% gameplay > things.
The impact sensor outputs signals when a linked movable object collides with another object. (Tg) (Jj)
# Properties & I/O (Inputs & Outputs)
# Sense Impacts
The object to sense impacts for. (Jj)
# Sensitivity
All impact force outputs are multiplied by this setting. (Jj) The actual force values are pretty huge.
Does not affect the Touching output.
# Touching
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) (Tg)
# Bumps
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
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
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
NOTE: power more than 2 less than halfway, do they still not interfere?
Thermometer usage: 0.0061% gameplay > things.
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) And changed to logic settings, making wireless communication very easy to set up. (Tg)
Note, some properties cannot be keyframed: names of objects, names to detect, text fields, editor mode buttons, and wire connections for inputs or outputs.
Also, no contents of an object can be directly affected, such as the edits of a sculpt, painting, or notes in an instrument.
When a keyframe is first placed within the world, it automatically goes into recording mode. (Mm)
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 . While recording using , hold shift to allow disjointing the connector and move the child freely. (Tg)
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 constantly 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) Powering two keyframes to less than half-power will cause them to not interfere for stored positions. (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)
Keyframes can be used without blending to create frame-by-frame animation. (Tg) Even to power-on and move a frame into the correct position, allowing you to easily edit the frames by themselves but allow the animations to all play in the same place. (Tg)
# Restoring Positions within Groups
When the transform (position/rotation/scale) of an object is recorded, but then changed in edit mode, the recording will be adjusted also. The keyframe will restore the position etc. relative to the object’s current scope—meaning, if it is inside a group the position will be restored relative to wherever that object is. (Tg)
If it is not inside a group, the position will be restored relative to the scene. (Tg)
Moving a Recorded Object
When an object that has its transform keyframed is moved, the recorded transform is adjusted to be relative to the new location. (Tg)
However, if the object is emitted in play mode at a different transform the keyframe will not adjust. (Tg)
Only Affects Powered Objects
Keyframes only actively apply themselves to an object if that object is powered. When an object becomes powered on one frame, it may not be affected by a keyframe until the next frame. (Tg)
Tweak Menu
# Blend Type
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:
# Easing Strength
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.
This can be used to give weighting to random values. (Tg)
# Springiness
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
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 the 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
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
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
seconds to reach it. When the target power decreases, it takes Slow Power Up
seconds to reach it. (Mm) (Tg)Slow Power Down
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
The colour of the gadget. (Tg)
# Laser Scope Gadget
Thermometer usage: 0.0063% gameplay > things.
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
The length of the ray that is cast. (Jj)
# Falloff
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
When on, will detect tags with the specified name. (Jj)
# Look for Tag Name
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
Sends “on” (1) when the laser scope hits an object as defined by the settings. (Jj)
# Local Space
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
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
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
When detected, sends the hit position within the scene.
# Hit Angle
When detected, sends the 3D “normal” angle of the surface hit by the laser scope.
# Hit Distance
When detected, sends the distance from the laser scope source to the point hit.
# Light Gadget
Thermometer usage: 0.0061% gameplay > things.
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 cast 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
What kind of light is emitted by the gadget.
This selector has 2 options:
# Brightness
The brightness of the light when it affects the scene.
# Colour
Dictates the colour of the light emitted by the gadget. A darker colour will appear as though less light is being emitted.
# Hue Cycle
Cycles the hue of the selected colour.
# Beam Range
The range of the spotlight.
# Beam Angle
The angle of the spotlight beam.
# Fade Angle
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
When on, sculptures that cast shadows will block the light when hit by it.
# Use Image
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
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
Thermometer usage: 0.0061% gameplay > things.
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
Sets the rotation speed in degrees per second. (Jj)
# Stay Upright
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
How much force is used to bring the rotation of the object to the specified rotation speed. (Jj)
# Overall Damping
How quickly the object’s rotation will slow down to face the target. (Jj)
# Look for Tag
The name of the tag to “look at.” (Jj) If there are multiple within range, uses the closest tag.
# Strength & Distance
# Minimum Distance
The location marker must be at least this far away from the tag for the gadget to start “looking at” it.
# Maximum Distance
The location marker must be within this range of the tag for the gadget to start “looking at” it.
# X, Y, Z Rotation Strength
The percentage of the strength used in each axis.
# Inputs & Outputs
# Affected Objects(s)
The objects that will be affected by this gadget.
# Target Position
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
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
A direction to look in, relative to the object itself. All linked objects will look in the same direction when using this.
While there is no tag found, this will output the direction of the “forward” arrow itself. So this can be used to create an easily customisable direction. (Tg)
# Look Cursor Sensor Gadget
Thermometer usage: 0.0061% gameplay > things.
Senses when an object is in the centre of a player’s view. The Head/Camera Tracker has the “Enable Look Cursor” setting must be enabled. (Works with and without VR.)
Tweak Menu
# Hovered by Cursor
Sends a signal of 1 for all players looking at any of the linked object(s).
# Sense Look
Links to objects to sense.
# Show Hover Visual
When on, the object that is being looked at will glow. (Not all linked objects; just the one being looked at.)
# Microchip Gadget
Thermometer usage: 0.0061% gameplay > things.
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.
The amount of power received by this gadget affects its behaviour: It’s worth noting that different power amounts does not affect any contained gadgets. They will behave as if powered fully or not at all. (Tg)
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.
Tweak Menu
# General
# Microchip Colour
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 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
Gadgets within the microchip will also affect and sense using the microchip’s attached objects.
# Audio
(See Timeline > Volume & Channel.)
# Movement Sensor Gadget
Thermometer usage: 0.0063% gameplay > things.
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
The objects to sense movement of.
# Velocity (Overall)
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)
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
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
Speeds will be judged relative to the linked object.
# X Direction, Y Direction, Z Direction
Directions relative to the centre of mass of the object describing the orientation of the object. (Tg)
When multiple objects are linked, these directions are blended.
This outputs even if the linked object is unpowered.
# Acceleration Outputs
# Acceleration (Overall)
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)
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
Thermometer usage: 0.0061% gameplay > things.
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 can be used to create completely controllable custom gravity. (Tg) Or the buoyancy of an object while in water. (Tg)
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
The speed the object will move at.
# Movement Strength
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
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
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
Affects the damping in specific axes. The overall damping strength is multiplied by these settings when applied in those axes.
# Mover Direction Damping
Affects the damping in the mover’s direction.
# Miscellaneous I/O (Inputs & Outputs)
# Affected Object(s)
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
When a wire is connected and Local Space is off, the input will set the direction of the mover. (Tg)
Note, when wiring a direction into this setting, be sure to set it to the Overwrite blend mode so that it sets the value rather than modulating the existing direction. (Tg)
Also, if Local Space is on then the direction will be relative to the object itself. So most likely, if you are setting this with a scene-space direction you'll want to turn off Local Space. (Tg)
Output will send the mover’s direction.
# Node Gadget
Thermometer usage: 0.0061% gameplay > things.
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.
Useful for allowing or blocking signals from one gadget to another, by powering and unpowering the node. (Tg)
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
The colour of the node gadget. Wires coming from a node’s output also use this colour. (Jj)
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
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:
# Input/Output
This is an input and output. Shown on the gadget by default.
# Is Input Wired?
Sends 1 (“on”) while there is at least one wire connected to the node’s input. (Jj)
# NOT Gate Gadget
Thermometer usage: 0.0061% gameplay > things.
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
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
Thermometer usage: 0.0155% gameplay > things.
Displays a number. Similar to the text gadget.
# Text Properties
# Number/Range
The value to display.
# Display Format
How the value will be formatted for display.
This selector has 2 options:
# Decimal Places
The number of decimal places to display.
# Show Milliseconds
When on, will display milliseconds as a decimal.
Text Colour, Text Brightness, Text Opacity, Font
# Text Box Properties
# Border Properties
# Alignment
# Settings
# Inputs & Outputs
# Number Active
Outputs a signal while the gadget is powered. (See Dialogue Text Displayer > Inputs & Outputs.)
# OR Gate Gadget
Thermometer usage: 0.0061% gameplay > things.
Most commonly used to send an “on” signal when at least one of the inputs are “on.” (Jj)
Tweak Menu
# Number of Ports
The number of used ports.
# Inputs
Multiple inputs used to find the highest value.
# Result
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
Thermometer usage: 0.0061% gameplay > things.
Records the outputs of a controller while possessing an object. If the object is a puppet, also records the position and orientation 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
Thermometer usage: 0.0062% gameplay > things.
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
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
When on, the bubble will be visible in the scene.
# Use Built-in Collection Sound
When on, the built-in popping sound will play when the bubble is collected.
# Collectable by Imp
When on, can be collected by grabbing it with the imp.
# Collectable by Possessed
When on, can be collected by colliding a possessed object into it.
# Force Collect
When triggered, the prize bubble is collected.
# Just Collected
Sends a pulse when the bubble is collected.
# Puppet
Thermometer usage: 0.0937% gameplay > things.
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 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. The mirrored body parts (eg. left hand and right hand) are live clones of each other. (Tg)
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.
Flipping Issues
When a puppet has been flipped, it can then respawn at an odd angle before righting itself. To fix this, unflip the puppet. (Tg)
Tweak Menu
# Overall Movement
# Walk Speed
The speed the puppet will move while walking at full strength.
# Run Speed
The speed the puppet will move while running at full strength. (Tg)
# Turn Speed
In degrees per second. How fast the puppet turns whenever it needs to turn.
# 2D Movement
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
When on, the puppet will turn towards the camera while possessed and idle.
# Face Camera Direction
When on, the puppet will turn away from the camera while possessed.
# Acceleration
In meters per second per second. How quickly the puppet increases its speed.
# Deceleration
In meters per second per second. How quickly the puppet reduces its speed.
# Jump Height
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 could be made completely custom by implementing it using a mover, and the animations will work just as normal. (Tg)
# Min Jump Height
The minimum height relative to the Jump Height setting. As the jump signal continues, the puppet will keep getting higher to a maximum of Jump 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
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
How much effect the global gravity of the scene will have on the puppet.
# Air Control
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
In degrees.
The puppet will slide off of any slopes that are steeper than this value.
# Sliding Friction
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.
# Camera Follow When Sliding
NOTE: Seems to follow when sliding either way; just doesn’t kill you if you slide down too far.
When on, the camera will follow the puppet as it slides down an incline. It will also not be considered to have fallen out of the scene, while sliding. (See Puppet Interface > Fell Out of Scene.)
When off, the camera will not follow the puppet vertically when sliding.
# Lower Body Movement
# Slideyness
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
Reduces the effect of the legs’ procedural animation.
# Match Floor Angle
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
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
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
How much the feet move in a circular motion while walking, as if pedaling a bicycle.
# Stompyness
How high the knees get during the animation.
# T-Rex Tread
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
How large each stride is. Low strideyness means the puppet will take tiny steps.
# Min. Stride Time
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
Moves the pelvis’s at-rest position up or down.
# Bounciness
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
How much the lean input of the puppet interface affects the lean of the puppet. (See Puppet Interface > Lean.) (Tg)
# Lean Lag
NOTE: ?
#
# Sassyness
How much the shoulders and hips rotate in opposite directions to each other.
# Sway
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
How much the shoulders lean side to side as steps are taken.
# Stiffness
How much the spine (specifically, joint between the belly and chest) ignores the breathyness setting.
# Arm Vigour
How much the arms rotate forward from the hands while walking.
# Arm Flail
How much the arms rotate at the shoulders while walking.
# Springiness
How floppy the joints are. Similar to joint springiness but does not affect the joint settings themselves.
# Breathyness
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
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
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
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 targeted 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)
The minimum distance from the target tag to reach.
# Outer Radius (follow)
The maximum distance a tag can be to be targeted.
# Turn Towards
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)
The maximum distance a tag can be from the puppet to be targeted.
# Look At
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)
The maximum distance a tag can be from the puppet to be targeted.
# Procedural Animation
When on, Auto Look, Procedural Walk, and Procedural Jump can work.
# Procedural Walk
When on and Procedural Animation is on, walking and running will be animated automatically, and Procedural Jump can work.
# Procedural Jump
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
# Collision Shape: Vertical Position
How far up from the ground (purple base) the pill shape begins.
# Collision Shape: Height
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
The radius of the collision pill shape.
Density
# Collision Labels
(See Sculpt Mode > Collides With.)
# Labels
(See Sculpt Tweak Menu > Labels.)
# Audio
(See Timeline > Volume & Channel.)
# Puppet Interface Gadget
Thermometer usage: 0.0085% gameplay > things.
Sends commands and receives data from the puppet group the gadget is inside. (Tg)
# Inputs
# Walk
Tells the puppet to move in a direction on the X-Z plane (not up and down), as well as how fast.
The speed the puppet will actually move is dictated by its walk and run settings. (Tg)
# Turn to Face
Tells the puppet to face a particular direction (not a position to look towards). (Tg) Good for quickly making twin-stick controls. (Tg)
# Lean
Tells the puppet to rotate its head to a certain angle. (Tg)
# Go Forwards
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
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
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
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
Sends a pulse when the puppet jumps again after jumping from the ground, if the settings allow a double-jump.
# Landing Impact
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
The force the puppet is predicted to land with. Useful for triggering effects if the landing could be harmful.
# Fell Out of Scene
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
Sends the distance of the nearest object the puppet can collide with below the puppet.
# Walking Strength
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
Sends the percentage of the puppet’s running speed the puppet is moving at.
# On Ground
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
Sends a pulse when the puppet’s left heel steps on a surface the puppet can collide with.
# Right Heel Strike
Sends a pulse when the puppet’s right heel steps on a surface the puppet can collide with.
# Foot Impact
Sends a pulse when either foot’s heel steps on a surface the puppet can collide with.
# Outputs Page 2
# Velocity
The speed the puppet is moving.
# Acceleration
The acceleration of the puppet.
# Deceleration
The deceleration of the puppet.
# Lean Speed
The velocity of the puppet’s lean.
# Upper Body Movement
The velocity of the puppet’s upper body movement.
# Lower Body Movement
The velocity of the puppet’s lower body movement.
# Foot Scrape Amount
When the puppet has skateyness, sends a signal representing how much the feet are sliding across the surface.
# Jump Ascent
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
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
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
Sends an “on” signal while the puppet is losing grip on a slope that is steeper than it can walk on.
# Randomiser Gadget
Thermometer usage: 0.0061% gameplay > things.
Sends a signal to a random output port. Similar to a selector. (Tg)
Outputs a signal to one of many outputs. (Jj)
Tweak Menu
# Input to Randomise
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
When it first receives a signal, the active output port will be randomised. (Tg)
# Output Count
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
How the order in which channels will be randomly selected is constrained.
This selector has 3 options:
# Outputs
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
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
Thermometer usage: 0.0061% gameplay > things.
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
The target rotation speed when moving to the desired angle.
# Stay Upright
When on, will also try to not let the object “roll” but only “look” left, right, up, and down.
# Rotation Strength
The gadget’s ability to rotate the affected object(s) against other forces such as inertia, gravity and collisions.
# Overall Damping
The gadget’s ability to reduce undesired rotation.
# Strength Specifics
# Strength in X, Strength in Y, Strength in Z
Affects the strength differently for each axis of rotation. (See Rocket Rotator > Rotation Strength.)
# Outputs
# Affected Object(s)
The objects to affect the rotation of.
# Rotation Sensor Gadget
Thermometer usage: 0.0061% gameplay > things.
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)
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)
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
While on, the gadget will use its own axis orientation instead of the scene’s axes for judging rotational speed.
# Relative to Object
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)
Sends the magnitude of all rotational acceleration (change in velocity).
# Angular Acceleration (X Axis), Angular Acceleration (Y Axis), Angular Acceleration (Z Axis)
Sends the rotational acceleration of the corresponding axis.
# Miscellaneous I/O (Input and Output)
# Sense Rotation
The object or objects to sense the rotation of.
# Orientation
Sends the object’s current orientation.
# Rotator Gadget
Thermometer usage: 0.0061% gameplay > things.
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
The target speed of the rotation. (Jj)
# Rotation Strength
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
The gadget’s ability to slow the rotation of the object when it is rotating too fast. (Jj)
# Local Space
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
Overall damping is multiplied for each axis.
# Rotator Direction Damping
A percentage of overall damping is used on the rotational axis of the gadget.
# Inputs & Outputs
# Affected Object(s)
All linked objects will be affected by this gadget.
# Direction of Rotation
The direction vector around which linked objects will rotate.
Does not work while Local Space is on.
# Ruler Gadget
Thermometer usage: 0.0061% gameplay > things.
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
Three sliders dictating the size of the ruler in meters.
# Rumbler Gadget
Thermometer usage: 0.0061% gameplay > things.
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
The strength of the rumble of the left motor in the controller. This is the stronger of the two rumbles.
# Right Motor
The strength of the rumble of the right motor in the controller. This is the more subtle of the two rumbles.
Controller Assignment
# Test Rumble
Press it once to preview the gadget’s rumble settings for 2 seconds, even when powered off.
# Score Gadget
Thermometer usage: 0.0061% gameplay > things.
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
The initial score before it has been modified.
# Current Score
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
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
Sends a pulse when the score has increased. (Jj)
# Score Decreased
Sends a pulse when the score has decreased. (Jj)
# Post Score
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
Thermometer usage: 0.0061% gameplay > things.
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
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
How the modifier will affect the current score.
This selector has 4 options:
# Update Type
Dictates when the score will update while powered.
This selector has 2 options:
# Operation Value
The number to use to modify the score, based on the current Operation Type.
# Current Value
Outputs the same as the Score gadget’s Current Score output.
# Selector Gadget
Thermometer usage: 0.0061% gameplay > things.
Outputs a signal to one of many outputs. (Jj)
Good for setting up modes of behaviour or states of an object. (Tg)
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.
Good for making menus (Tg), grid menus (Tg), and modes of any kind (Tg).
Tweak Menu
# Selection Count
The number of selections used.
# Selections
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 sent into a channel becomes positive, this triggers that channel to become the active channel. (Tg)
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 of 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
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
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
Sets the gadget to “passthrough” mode. (Tg)
# Active Port
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
Thermometer usage: 0.0061% gameplay > things.
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. (Tg)
Can also be used to generate random values. (Tg) And can even be used to shuffle the order of a set of items. (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. (Tg)
Tweak Menu
# Signal
Sends the current value of the generated signal.
# Sweep Seconds
How long it takes to go through a single sweep of values.
# Phase Offset
Moves through 0 - 1. How long it takes to do this is dictated by the sweep seconds setting.
# Pause Time Range
This dictates how long the signal will “hang” at the highest and lowest values. (Tg)
# Max Value Range
Contains a range slider pair for the maximum value range.
This dictates the highest value reached by a given sweep.
# Min Value Range
Contains a range slider pair for the minimum value range.
This dictates the lowest value reached by a given sweep.
# Signal Wave
A non-interactive representation of the shape of the curve over time.
# Signal Manipulator Gadget
Thermometer usage: 0.0061% gameplay > things.
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) (Tg)
Tweak Menu
# Input/Output
The input to be manipulated and the manipulated output. These inputs and outputs are shown on the gadget. (Tg)
# Remapper Mode
Dictates the high-level way input signals are manipulated.
This selector has 4 options:
# Remap Thresholds
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. (Tg) 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. (Tg)
Input and output is in “Input Minimum,” “Input Maximum,” “Output Minimum,” “Output Maximum” order. (Tg)
# Remap Curve
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. (Tg)
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
Smoothly changes the output to the target value over time. (Tg) (Jj) (Jj)
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.)
Renamed when in “Pulse” mode.
# Freeze Output
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. (Tg) (Tg) (Jj) (Jj)
Using this feature, a live signal can be frozen each time some logic is triggered. (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
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.
The pulsing outputs can be used to find out if a value is going from below a value to above a value or vice versa. (Tg)
This selector has 7 options:
# Bypass
When active, input values will be passed directly to the output without manipulation. (Tg) (Jj)
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)
Can be changed during play using a keyframe. (Tg)
# Sound Gadget
Thermometer usage: 0.0152% gameplay > things.
A completely new sound gadget can only be made by making a new recording. (See Sound Mode > Record Audio.) This can easily be converted into an instrument. (Tg)
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.
A note or playthrough may begin before the slice it requires has properly loaded. If so, it may play back in the incorrect octave. To ensure this isn’t heard during a music track, copy the sound gadget to the start of the timeline and set its volume to 0. Now if that problem does happen, it won’t be heard by the player. (Tg)
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. The progress through the clip will inherit from the playhead of the parent timeline. (Tg)
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) (Tg) 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.
Notes can be selected using . Selected notes will still be selected in other window modes.
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. (Tg)
Any gadget can also be added to the window, but these don’t have any special behaviour attached to them.
# 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 using . (Tg)
Select notes with . Selected notes will still be selected in other window modes. (Tg)
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
NOTE: does change spiciness cut out the slice? and while playing notes? check if the second component of any value will be used for row.
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 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:
- If in sound effect mode, the second component of the powering wire—normally the Surface Type of a Collision wire or the Button of a Music wire—only a slice from the corresponding row may be selected from.
- If in instrument mode, this is taken from the Button component of the currently played note.
- If no slices are present on the corresponding row, the default row ( for instruments, or Default for sound effects) is used instead.
With Slice Keytracking enabled:
- If in sound effect mode and powered with a Music wire, only slices with the closest note setting to the required Note component of the wire can be selected. The playback of this slice will be adjusted according to the Vari-speed setting to match the required note.
- If in instrument mode, this is taken from the Note component of the currently played note.
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:
- Only slices that were not the previously played slice may be selected.
- A random slice is selected.
Tweak Menu
# Sound Tab
# Volume
The volume of each note played. (Tg) (Tg)
# ADSR (Attack, Decay, Sustain, Release)
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
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
Where playback will begin, a percentage through each slice. (Tg) (Mm)
The Split Slider controls work with this setting.
Clip Playback Mode
How the clip’s playback will react to being powered. (Tg)
Note, this has no “ping-pong” mode.
Slice 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. Loop mode will extend extra loops out, showing faded repeats of the clip. Sustain mode will expand the length of the clip, or add a trim to the end when dragging it to a smaller duration.
Note that the fade-out handle will not work while in “Once” mode.
# Sound Type
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:
# 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
Adjusts the speed that 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)
Tunes the notes played by a percentage of 1 semi-tone. (Tg)
# Home Octave
Dictates which octave is default in performance mode. (Tg)
# Glide
For notes that pitch bend, decides how long it takes to adjust to the new note—“smoothing” this change. This applies to notes performed with Legato, pitch bending with the touchpad, and effect or logic-controlled changes to pitch. (Tg)
# Random Note Drop
Each time a note would be played, it has this chance of not playing. (Tg)
# Panning
# Speaker Name
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) (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
NOTE: Research more how these can be moved and changed.
A circular graph representing the direction the audio will seem to play from. (Tg)
Displays dots on the outside 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
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 become twice as loud and the right channel will go to 0% volume. (Tg)
# Stereo Width
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
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
Decides which audio output channels will be sent the audio from this gadget. (Tg)
This selector has 4 options:
# 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)
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.
Because this is based on the camera’s position and orientation, if the camera is far away from the object in the scene the 3D panning bubble may be too far away to be heard. To get around this and still have proximity affect the volume of a sound, a Trigger Zone may be used instead. (Tg)
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 overridden when being output through a Speaker gadget.
# Auto 3D Panning
Turns on the 3D Panning settings.
# Fade Zone: Inner Radius
The radius of the inner bubble.
# Fade Zone: Outer Radius Multiplier
Dictates the radius of the outer falloff relative to the inner bubble.
# Extra Reverb Radius
The further towards the edge of 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 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
How loud the delay is that plays after the audio. (Tg)
# Delay Channel
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:
# Reverb
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
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:
# Spiciness
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
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
Turns on all settings on this tab.
Start Time Offset
A shortcut to manipulate the normal Start Time Offset setting.
# Time Stretch
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
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
How long before the next grain will play. Negatives will give strange effects. (Tg)
# Beat Sync Grain Interval
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
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
Turns on the settings on this tab.
# Start Time Jitter
Adjusts the start time of the part of the slice the grain will play. (Tg)
# Grain Reverse
The chance of the grain being played in reverse. (Tg)
# Pan Jitter
How different the panning can be adjusted for that grain. (Tg)
# Pitch Jitter
How much the speed of the grains can be changed. (Tg)
Shape
A shortcut to the grain shape graph.
# Shape Jitter
How much the shape of the grain can be adjusted. (Tg)
# Interval Jitter
How much the interval can be adjusted—effectively how late or early grains can play. (Tg)
# Length Jitter
How much the length (or “overlap”) of each grain can be adjusted. (Tg)
# Volume Jitter
How much quieter a grain can be played at.
# Grain Drop
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
Turns on the settings of this tab.
# Oscillator Mode
How the oscillator’s waveform will affect and be affected by the slice being played.
This selector has 5 options:
# Mix
How much of the slice audio and the oscillator audio is output. At -100% only the slice audio is output. At 100% only the oscillator’s audio is output. At 0%, both are heard at full volume. (Tg)
# Wave Shape
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)
The pitch in semitones relative to the currently played note. (Tg)
# Fine Pitch
A finer adjustment to the pitch of the oscillator, in the percentage of a semitone. (Tg)
# Oscillator Envelope
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
Turns on the settings on this tab.
# Resonant Filter
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
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
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
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
Turns on the settings on this tab.
# Distortion Amount, Wave Shape
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:
- Scream
- Wave folder
- Soft Clipper
- Asymmetric Clipper
- Bit Crusher
# Chorus & Delay
Chorus repeats the exact same audio output (Mm) at slightly different pitches.
(Tg)
# Chorus & Delay
Turns the settings in this tab on.
# Chorus & Delay Amount
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) (