Tweak Menu
All objects have tweak menus. These are windows with settings that control the behaviour, look, etc. of the object.
Any setting changes (barring some exceptions) made using the tweak menu of a selected object will be applied to all selected objects of the same type as the tweak menu. (Mm)
# Power: At the bottom of most tweak menus, there is a power button. This can be clicked with the UI Interaction control, to turn it on and off, like a Switch. When off, the gadget will output nothing and generally do nothing at all.
When something is wired into the power, that will generally control whether the gadget is on or off: positive signals > 0 turning the gadget on, and non-positive signals <= 0 turning the gadget off. Some objects pay special attention to what value is powering them, however. See the object pages for details.
The general power of a gadget will be clamped to 0 - 1.
All setting outputs from a gadget are multiplied by the power the gadget is receiving (from 0 to 1).
For example, a switch powered by a 50% signal will output half of whatever value it would normally send. (Tg)
# Tweak Selected
Use this context menu button while 1 object is selected to open its tweak menu. (Tg)
Or use the Adjust Properties shortcut while hovering over an object or its open window. (For example, use the shortcut on an open Microchip window.) to open the tweak menu. (Tg)
# Setting Types
This section explains the various setting types, how they can be interacted with, and other details particular to that setting type.
When the object being tweaked is selected and other objects of the same type are also selected, changing settings in that tweak menu will update the same setting in all selected objects.
Similarly, changing the name of one object will update the name of all objects regardless of their type.
Adjust a setting: Most settings can be manipulated with the UI Interaction control.
Direct set a slider: Most numerical settings can be set by typing numbers in. Use the Adjust Properties shortcut to edit the number..
Revert a setting to its default: Use the Delete controls to revert a setting to its default state or value.
# Step: Some settings such as name fields and numerical sliders can have their values adjusted by 1 step at a time. On gadget pages, the size of each step for a setting is indicated by the precision of its min/max/default values.
For example, if a setting has a default of 5, it will step by 1 each time. If a setting has a default of 5.0, it will step by 0.1 each time.
With a gamepad, use Up d-pad button to increase by 1 step and Down d-pad button to decrease by 1 step. With the moves, use Secondary Move Circle button to increase and Secondary Move Triangle button to decrease.
# Distances:
Distance measurements are displayed on slider settings as in-scene metres. However, this is after converting from the internal value and taking into account the scale of the gadget. As such, scaling a gadget may change the displayed value.
To set the value in metres by sending a number through a wire regardless of what scale it may be at currently, the Modulate wire blend modecan be used. (Tg)
Similarly, rotations use a different internal value to the degrees per second that is displayed. The same solution also works in that case. (Tg)
Looping a setting: If a wire comes out of a setting and goes into the same setting, it is said to be “looped.” This has certain behaviours we can use.
When the input is using the Overwrite blend mode, sending a value farther from 0 than the setting currently has will change the setting to that value. So if the setting is set to 0, we can send any value further from 0 for 1 frame and that value will stay stuck in that setting as long as the gadget is powered. When a new value further from 0 is send into the setting, that will be the new value for the setting. (Tg)
This can make it very easy to preserve a value within an emitted object.
# Slider
A simple slider with a single associated value. Drag left to decrease the value, or right to increase the value.
Most slider settings range from -9999999 to 9999999 in increments of 0.1.
Has an input and an output.
Note that for percentage sliders, an input of 1 will set the setting to 100%, and an output of 1 means the setting is at 100%.
# Slider with Output
A slider that has an output but no input.
# Split Slider
Shows two thin nubs next to each other instead of a single block to drag. Drag as normal and both nubs will move.
Split the slider: Use shift while dragging the setting to split the slider into 2 halves, marking a range of values. (Mm)
Each time the setting is checked, a random value within that range will be used. And a vertical line is shown for the actual value used on the slider. (Tg)
Spicy value: Hold L2 while setting to set a spicy value. Then when the sound outputs audio with Spiciness, it will use those spicy setting values instead.
# Switch with Slider
Uses a switch to toggle the entire setting on or off. While on, the accompanying slider sets the setting itself.
Receives and sends a Number value of the setting. Switch cannot be set by wire, but can be set by Animation gadget.
# Slider Set
Multiple sliders pertaining to a single setting.
The number of sliders can vary depending on other settings within the gadget, and the wire type that can be received or sent will be a number type allowing the same count of inputs.
For example, while there are 3 sliders showing, a 3 Numbers fat wire can be used to set it, and a 3 Numbers fat wire will be sent from its output.
# Pair of Range Sliders
Two sliders which set the range of the same setting. The minimum setting will push the maximum setting up if moved beyond it. And the maximum setting will push the minimum setting down if moved beyond it.
# Switch
Toggle on and off.
While receiving a positive > 0 signal, the switch will be on.
Sends a 1 while on, and a 0 while off.
# Switch with Input
A switch, with an input only.
# Switch with Output
A switch, with an output only.
# Switch with no Input
A switch with no input to set it, and does not send its value out. Such switches can often still be set using a keyframe.
# Switch with Text
A switch that enables the setting, with an accompanying text input.
# Switch with Detected Name
A switch that turns on the setting. When on, the set name to detect is used to affect the gadget’s behaviour.
# Detected Name
A single-line text input that should contain the name of an object within the scene.
Click on the box to edit its contents.
Use the step controls to cycle through all applicable names in the scene and applicable names that other gadgets look for. Note that changing the value using this method will not carry across other selected objects.
# Text
A multi-line text setting. Click on the box to edit the text.
# Selector
An array of multiple switches, only one of which may be on at any given time. Select an option to turn it on and turn off the previously selected option.
# Graph
A 2D representation of the settings, possibly with nodes that can be manipulated within the display.
# ADSR Graph
A graph with 4 nodes. For nodes representing time, 0 is no time and 1 is the maximum, matching the full width of the graph interface.
Input and output is a Spice & Randomisation fat wire, but the values map in this way:
Attack: Time taken to increase to full volume. Value: 0-1.
Decay: Time taken after reaching full volume to decrease to the sustain volume. Value: 0 - 1.
Sustain: The sustain volume. Value: 0 - 1, representing no volume to full volume.
Release: Time taken to decrease to no volume after the note is released. Value: 0 - 1.
# Graph with a Node
Effectively 2 sliders combined into one 2D graph and a single node to adjust both settings at once.
Move a node by dragging it. While moving a node, a random range or spicy setting can be added just as with a split slider.
Has 2 inputs and outputs, one for the setting tied to the X position, and one for the setting tied to the Y position of the node. For sound settings, these will be Spice & Randomisation. Otherwise they will be Number values.
Hovering over the top half of the graph is equivalent to hovering over the first hidden slider. This includes the tooltip and the Step controls.
# Audio Slice Graph
A visual representation of an audio slice of the sound gadget, with a grey block indicating where the slice will begin.
Drag the grey block to change where the slice starts. Has controls similar to a Split Slider.
# Input
An input-only setting that receives some value.
# Output
An output-only setting that sends some value.
# Signal Input and Output
Receives a value, and sends a value from the same setting—often with the value having been manipulated in some way.
# Object Input
An input wire that may connect to any number of objects within the scene to be affected by. (Tg)
When inside a chip that has an associated Affected Object, gadgets with this type of input will also use that object.
A wire will be added from this setting to an object when its gadget is:
- Surface-Snapped to the object.
- Inside a Microchip window that is already affecting the object.
- Inside a Timeline window that is Surface-Snapped to the object.
While the gadget or the containing gadget is surface-snapped to the object, the wire going to that object is hidden from view.
# Object Output
# Trigger Input
An input-only setting that will trigger some behaviour when its input signal goes from non-positive to positive. (Tg)
This is checked after blending the input wires, so for multiple wires to be able to trigger something it’s best to use a Signal Manipulator to turn a signal into a pulse, leaving the input at 0 after the trigger has been sent. (Tg)
# Pulse Output
An output-only setting that will send a pulse (a 1 value for one frame only) at some event.
Most pulse outputs send a Boolean value.
# Dreamiverse Creation
Choose a local element or one from the Dreamiverse by clicking on this setting.
# Editor Mode Button
A button that only does something while in edit mode. This is not a setting, but tends to be used for testing the gadget.
# Signal Input and Output with Button
Outputs the current state of the button. Can be set by an input wire, or keyframed. The higher of that value or the normal controller sensor output is sent during play.
# Signal Input and Output with Slider
Similar to the Button version, but is a slider.
# Object Link
After clicking this button, a glowing dashed line will lead to the imp tip. Use the Cross button on an object in the scene to link it to this setting.
# Many Inputs and Outputs
Many channels, each with their own inputs and outputs.
# Many Outputs
Multiple outputs that have the same behaviour. The number of active outputs is often dictated by a second “Number of Ports” setting.
The next highest port will be shown when:
- hovering over the gadget,
- a wire is connected to the highest allowed port,
- the number of ports is not already maxed out.
If a wire is then connected to that port, the Number of Ports setting will increase to accommodate this. However, if all wires are removed from the highest allowed port, the Number of Ports setting will not decrease.
When placing a clone-placing a wire, if there are no wires connected to lower ports the new held wire will come from the next port down.
# Many Inputs
Multiple inputs that are all used by the gadget the same way.
# Colour
Drag the dot in the triangle in the centre to adjust the colour’s lightness and saturation.
Drag the block around the circle on the outside to adjust the colour’s hue (colour of the rainbow).
The final colour will be shown in the gaps between the triangle and circle
Receives and sends Colour values.
# Image Slider
A slider that works similarly to the slider. An image slider chooses from multiple discrete settings—much like a selector but in a slider format.
The slider’s handle changes icon as the setting is changed, to represent the currently selected image.
# Label List
A list of individual Switches, one for each label:
- Friend
- Foe
- Scenery
- Object
- Machine
- Weapon
- Missile
- Target
- Unlabelled: Refers to objects with no label set. Only used by gadgets that detect other objects by their label.