Buttons, values, and puzzles
An object can do something when a player clicks it. Choose its action in the inspector. States also have actions for entering and leaving them.
Choose an action
Section titled “Choose an action”| Action | Use it for |
|---|---|
| Set Value | Store an answer, a choice, or a piece of puzzle progress. |
| Increment Value | Move a counter or turn a combination-lock dial. |
| Change State | Reveal another screen or move to the next stage. |
| Vote | Let each player choose an option in a shared splash. |
| Run Macro | Run a macro from your world. |
| Close | Close the splash. |
Script actions are available for more involved behaviour. The developer guide covers those.
Display a value
Section titled “Display a value”Text can show a named value using {key}. A counter stored as attempts can appear in text as Attempts: {attempts}. The displayed text updates when the value changes.
Make a simple combination lock
Section titled “Make a simple combination lock”- Create values
d0,d1, andd2, starting at0. - Add three text objects showing
{d0},{d1}, and{d2}. - Give each digit an Increment Value button. Use step
1, minimum0, maximum9, and wrapping. - Make
lockedandunlockedstates. - Add a check button with Change State. Load
unlocked, unloadlocked, and add conditions for the three correct digits.
The check button only changes state when every condition matches. Wrong combination? The player stays on the locked screen and can keep trying.
You can also start from the supplied tumbler-lock preset instead of building it from scratch.