📖 User Guide

This user Guide is updated regularly. It allows you to enter in the details to learn how to use the editor.
Last update : 08/03/2025

📄 View manual in PDF format

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Level: Properties

🧩 The properties in the right panel are grouped by category into expandable sub-panels. They automatically appear as soon as you select an object in the scene, allowing you to modify its appearance or behavior in the game.

Here’s what the panel looks like when all groups are collapsed:

Properties Panel

🔍 Let’s explore each panel one by one to better understand their purpose:

📛 Object Identity

This panel displays the identity of the selected mesh. It provides essential information to reference the object in configurable scripts using its name or its ID.

Identity Panel
  • Name: Can be shared by multiple objects. It is not unique.
  • ID: A unique identifier, ideal for referencing an object in a script.

🔒 A lock icon may appear next to the ID: this means the object is locked. It can no longer be moved or transformed in the scene, but its properties remain editable.

📎 Below are three buttons for quick actions:

  • Clone: Creates an independent copy of the object, which can be freely modified.
  • Instance: Creates a linked version of the original. Only position, rotation, and scale can be changed.
  • Delete: Removes the object from the scene.

🧭 Gizmo

This panel lets you manipulate the selected object using the Gizmo, a visual tool to move, rotate, or scale the object.

Gizmo Panel
  • 🔹 Button 1: Deselect the object (exit selection).
  • 🔹 Button 2: Enable move).
  • 🔹 Button 3: Enable rotation.
  • 🔹 Button 4: Enable scaling.

🔧 Additional properties:

  • Use Smart Gizmo: Activates a smart gizmo, explained in the Editor chapter.
  • Snap Distance: Forces the object to move in defined “steps” (e.g., every 0.5 units).
  • Scaling Sensitivity: Adjusts sensitivity when resizing with the mouse.

🧱 Transform

This panel allows precise adjustments of the object’s transformations: position, rotation, and scale. It complements manual Gizmo manipulations by offering greater accuracy.

Transform Panel

🔹 The first three buttons offer shortcuts to reposition the object:

  • Place on Ground: Positions the object on the ground.
  • Place on Water: Aligns the object with the water surface.
  • Align to Grid: Snaps the object to a coordinate grid.

Then come the fields for each axis (X, Y, Z) for:

  • 📍 Position
  • 🎯 Rotation
  • 📐 Scale

These concepts are also explained in the dedicated Editor chapter.

⚙️ Settings

This panel is probably the most useful one, as it defines the core logic and behavior of the selected object.
Because it's quite large, it is divided into multiple sections for better readability.




As you can see, the panel is organized into several categories: basic options, advanced logic, explosion settings, LOD (Level of Detail), and sound settings. Not all properties need to be changed — some are already enabled or disabled by default.

Let’s go through each group of properties to understand what they do. Some are crucial for the proper behavior of objects.

  • 🔹 Basic
    • Show At Start Of Level: The object will be visible as soon as the level starts, if enabled.
    • Lock Mesh: Prevents the mesh from being moved or edited.
    • Is Hidden: Hides the object visually but keeps it active in the game logic.
    • Check Collision: Enables collision detection with other objects.
    • Cast Shadow: Allows the object to cast shadows.
    • Receive Shadow: Allows the object to receive shadows from others.
    • Use Reflection: Enables reflections on the object (requires reflection system in the scene).
  • 🔸 Advanced
    • Always Active: The object stays active regardless of distance (useful for essential objects).
    • Is Objective: Marks this object as a quest or progression objective.
    • Can Be Selectable Only: The object can be selected but not picked up.
    • Is Selectable And Collectable: The object can be both selected and added to inventory.
    • Can Be Stacked: Allows this object to be stacked with similar items.
    • Is Resource: Defines the object as a resource (can be harvested or mined).
    • Apply Fog: The object will be affected by the scene’s fog system.
    • Is Blocker: Blocks particles and lens flares that are behind the object.
    • Can Be Occluded: Can be hidden if another object is in front (optimization).
    • Is Occluded: Currently hidden because another object is in front (active mode).
  • 💥 Explosion
    • Is Explodable: Marks this object as being able to explode.
    • Explosion Radius: Defines how far the explosion effect reaches.
    • Explosion Height: Vertical impact range of the explosion (for vertical effects).
  • 📉 LOD (Level of Detail)
    • Auto LOD: Automatically manages level of detail based on distance.
    • LOD Dist High to Medium: Distance at which the object switches from high to medium detail.
    • LOD Dist Medium to Low: Distance for switching from medium to low detail.
    • LOD Dist Low to Hide: Distance beyond which the object becomes invisible.
  • 🔊 Sounds
    • Sound 1: Primary sound linked to the object (interactions, clicks, etc.).
    • Sound 2: Optional secondary sound to add random variation.

🎨 Custom Material

This panel allows you to adjust some basic material settings of the object. If the object has multiple sub-materials, they will be displayed as tabs.



You can change the diffuse and bump textures here if needed. Usually, these are already set in your 3D modeling software, so the textures mainly help identify what part you’re editing.

Sometimes, you'll want to repeat a texture on an object using the uScale (horizontal) and vScale (vertical) values.

Example:
Imagine a road or wall object that is 2 to 4 units long. If you want to stretch it across a longer distance in your scene, you might scale it. But scaling also stretches the texture, making it look blurry or distorted. This is where texture tiling (uScale) becomes handy — it lets the texture repeat instead of stretch, giving a cleaner visual result while optimizing the scene by avoiding multiple object clones.

However, this panel won't be useful in all cases. It's generally better to modify your materials directly in your 3D software. Use this panel only when necessary, such as in the situation described above.

🛠️ Behavior

This panel is quite special. It allows you to add a behavior to an object by dragging and dropping predefined scripts into the rectangular area labeled "None Behavior".




A behavior means the object does something special in response to an interaction, either when connected to a trigger or when the game loads.

In other words, a behavior script gives the object a specific role or way to react.

How to add a behavior script? You don’t need to write any code yourself—unless you want to! Realm-Crafting provides a large library of pre-made scripts covering many possibilities.

To add a behavior, just click inside the rectangular area that says "None Behavior". This will open the behavior library (covered in the Library chapter).

Once you’ve selected a script, simply drag it into the same area where you clicked to open the library.

When the script is added, the label "None Behavior" is replaced by the name of the script you added, and options for the script appear below.

These options let you customize how the behavior acts. Still no coding required! All scripts have configurable options specific to their purpose.

Some scripts work perfectly on their own without any parameters to adjust. Most have default settings that you can tweak as you see fit.

Understanding what each property does is usually straightforward.

Here are the different zones of this panel:




  • A: Click here to open the behavior library or drag and drop a behavior script from the library.
  • B: Update the current script if it was modified in the Script Editor or updated externally. This refreshes the script for the game side.
  • C: Displays a description of the behavior when one is assigned.
  • D: Shows the options for the behavior. The example here is for a point light and is quite simple to understand.

It's impossible to cover every option for every behavior script here, but I try to add tooltips explaining what each option does.

And of course, there’s the forum for help if you get stuck. Don’t hesitate to experiment in test projects!


🎥 Tutorial Level Editor

Each editor has this tutorial panel, which you can disable in the editor options under Edit → Settings.

This panel contains several short video tutorials that quickly explain key concepts, showing you how to do things live.

The tutorials change depending on which editor you’re in. The example here is for the Level Editor, but for example, in the Terrain Editor, you’ll find tutorials specific to terrain editing instead.


⌨️ Keyboard Shortcuts

Like the tutorials panel, this one changes depending on the editor you are using. It simply lists all keyboard shortcuts you can use to speed up your workflow.

There are some shortcuts you'll definitely want to memorize—they will save you a lot of time and hassle.

This panel gives you quick access to all those shortcuts.

And just like the tutorials, you can disable this panel via the editor options in Edit → Settings.




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