Documentation by TAPgiles

Gadgets & Objects

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)

# Gizmos

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)

When its location is unset, the gizmo will appear just above the gadget (or its parent chip) with a move icon shown. The location will default to the centre of the front of the face of the gadget (or its chip). Move the gizmo to set its location relative to the gadget (or parent chip) using the Move controls. (Tg)

If the location is unset and is a physics gadget (eg. Follower) the location will default to the centre of mass of the object being affected.

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.

# Tweak Menu

All objects have tweak menus, allowing us to change settings in order to adjust the object’s behaviour, look, etc.

Use the Adjust Properties shortcut to open an object’s tweak menu. Or use the Open Tweak Menu context button to open the menu for the oldest selected object.

# Surface-Snap

Any gadget can be surface-snapped to a Sculpt, Painting, or Group object (that contains a sculpt or painting).

Hold shift while moving or stamping an object with this type of input, and hover over another object. Let go of the object while still holding shift to snap it to the object’s surface. This will add a wire from that object to this input.

# Common Settings & Tabs

Playback Modes

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

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

# Detected

Sends a signal while detected by a Trigger Zone. (Tg)

# Labels & Ownership Tab

First, has a Label List setting.

# Player Ownership

Sets and gets the player that owns this sculpt.

# Detect Labels Tab

Defines settings relating to how labels are detected. (Cc) Also contains settings for the target object’s visibility and collision. Note that groups can also have labels associated with them.

# Detection Mode: Visibility

The visibility of an object required if it is to be detected. (Cc)

# Detection Mode: Collision

The collision of an object required if it is to be detected. (Cc) Note, an object will be considerd “collidable” even when its collision labels are all turned off.

# Detect Labels: Match Mode

How multiple labels must be matched to detect an object.

# Labels

Which labels an object must match to be detected. (Cc) (Tg)

Has 1 added option:

# Detection Scope

When seeking objects, limits where the target must be located in the grouping structure as it relates to the seeking gadget’s location in the structure. (Cc) (Tg)

The definition of “Here” is the key to understanding how this scoped targeting works. From the perspective of a gadget seeking targets, a target gadget is considered ”Here“ if either of the following is true:

  1. The target gadget is in the same group as the seeking gadget.
  2. Or the target gadget is inside a group contained within the same group as the seeking gadget.

# Zone Tab

You can use things like fall off to make it seem like the sound is at a certain position within the scene relative to a particular point. (Tg)

When the detector senses a target within the Core of the zone, the effect of the detector will be at 100%. When the detector senses a target within the Falloff of the zone, the effect will be the percentage of how far through from the edge to the core the target is.

# Zone Shape

The shape of the zone.

# Zone Size

The dimensions of the core of the zone. Signals pertaining to something within the core will be 100% signals. (Tg)

# Zone Falloff

The dimensions of the falloff of the zone. Signals pertaining to something within the falloff will be attenuated. The signals are multiplied by a percentage based on how far from the outer edge of the falloff towards the core the signal is coming from.

For example, while a tag is closer to the edge of the falloff, the detected signal will be closer to 0%. Halfway between the outer edge and the core, the detected signal will be at 50%. As it gets closer to the core and further from the outer edge of the falloff, it will be closer to 100%. (Tg)