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Tool Palette

The Tool Palette involves the Terrain Palette and Object Palette on the right of the Main Interface, used to design scenes and place objects.

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Terrain Palette

After a project is created, the scene is flat ground by default. To enrich the project, you need to rely on the Terrain Palette.

You can set the game scene based on the story background to bring corresponding visual enjoyment, emotional fluctuation, and immersion. For example, volcanic rock around the arena can make an extremely tense atmosphere. The scene can also play the role of guiding players. When there is a path in the scene, the player can understand the hint and try to move forward along the path. The scene can be used with actual playing methods, for example, when a game role enters a snowfield, it may slow down or lose its life.

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Topography

Cliff: You can set cliffs or water in the project and adjust their heights or shapes. You can also set the height of the map’s surface to present various landforms.

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Cliff Textures: Different textures can be selected for topography, such as Mud, Glacier, and Lava.

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Height: The height and shape of the map’s surface can be adjusted.

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Note: Cliff will raise the whole selected area, while Height will gradually raise the selected area from the edge to the center.

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Brush: During painting, you can adjust the Shape, Size, and Strength of the brush to better paint the surface. Shape determines the shape of the area to be drawn, Size determines the range of the area to be drawn, and Strength determines the amplitude of changing the map’s surface.

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Terrain

You can draw different terrain Textures, such as grass or snow. On the texture, a layer of Graffiti can be added to draw information or marks. You can modify the Shape and Size of the brush for painting terrain.

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Clickcommon_icon_straw and then mouse-click any point on the map, the texture of the point will be copied and allow you to use this texture to paint.

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Click icon_setting and enter Texture Manager, you can add a texture from Texture Library to Current Textures by dragging it.

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Note: You can add up to 32 textures to Current Textures. If the number of textures reaches the limit, please delete existing textures before adding textures.

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Passable

You can set various effects of the ground in the game, including setting Collision and Occlusion. You can modify the Shape and Size of the brush for painting Passable.

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You can draw various types of Collision in the project.

Object Collision: After drawing a Collison for an object (including Decoration and Destructible), when it collides with something else, there will be an invisible distance between them, which is called Item Collision Range and can be set in Game Rules. No object can be placed in the Item Collision Range of any object after you set the Object Collision for it.

Ground Collision: When you set an area as Ground Collision, Units whose Movement Type is Ground Collision cannot pass through this area.

Aerial Collision: When you set an area as Aerial Collision, Units whose Movement Type is Aerial Collision cannot pass through this area.

Water Collision: When you set an area as Water Collision, Units whose Movement Type is Water Collision cannot pass through this area.

Cliff Collision: After drawing a Collison for a Cliff, the Cliff will be divided into corresponding layers. For example, the Cliff will be divided into layer 1 and layer 2, which are no longer integrated and there can be relative motion between them.

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You can draw various types of Occlusion in the project, which limits the vision of the game roles. The effect of Occlusion is related to both the type of Occlusion and the Vision Type of the role.

Ground Occlusion: Units whose Vision Type is Ground cannot remove the fog in the Ground Occlusion area.

Aerial Occlusion: Units whose Vision Type is Aerial cannot remove the fog in the Aerial Occlusion area.

Grass Occlusion: Players without a shared view cannot see the game roles from the other faction in the grass unless the opposite role takes an initiative to cause damage. Shared View can be set in Details - Player Settings. The game roles from the faction the same as yours will be translucent in the grass area.

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You can click the Eraser to erase the existing Collision and Occlusion.

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You can Preview the Collision and Occlusion existing in the project.

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Vegetation

Vegetation can be painted on the ground as decorations. Vegetation will not collide or affect the placement of objects. You can adjust the Density of vegetation to be drawn. You can also modify the Shape and Size of the brush to draw Vegetation.

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By default, vegetation uses the preset color. If you deselect Use original vegetation color, you can draw vegetation in different colors by setting it in Color Brush erease. is for you to erase the placed vegetation and the changed color in the project.

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Object Palette

In Object Palette, you can place, edit, and set objects, including units, decorations, items, cameras, projectiles, regions, destructibles, and atmosphere.

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Unit

A unit refers to a game role that is controlled by a player or AI and can move, release abilities, and use items in the game.

You can select a preset role, place it in the Operation Area, and modify its Unit Owner.

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You can preset Angle which is used to set the orientation angle of the selected unit. You can also enable Random Angle to randomly set the orientation angle of the selected unit.

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Decoration

Decorations such as trees, flowers, and plants are placed in the scene only for decoration. Decorations have no attributes such as Health Point (HP), Inventory, and Abilities.

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You can use decorations in Resource Manager or Components. You can also enable Random Decorations to place decorations at random from the list you set.

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You can Preset the Brush for paint Decorations. When Brush Type is set as Single, you can adjust the Size and Angle of the decoration to be drawn.

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When Brush Type is set as Regions, you can adjust the Shape of the placement area, Brush Size, Density, and the Size and Angle of a single Decoration.

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Item

Items can be picked up and used by units in the game. In Tool Palette, you can choose and place preset items and adjust its Angle.

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Camera

Cameras are the carrier of vision in the game. You can create a Camera or Camera Timeline Animation to achieve the effects such as transition, following, and film shooting through Triggers.

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Projectile

Projectiles are decorations with dynamic effects, such as wind, snow, and magma. You can use Projectiles to enrich the game scene or create cool abilities for game roles.

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Region

A Region can be a Circle, a Rectangle, a Point, a Path, or a Polygon. Regions will not be visibly displayed in the game. You can attach functions to a Region through Triggers.

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Destructible

Destructibles are decorations that can be collided, attacked, and removed by specific abilities of game roles. Destructibles can be set in the same way as Decorations in the Tool Palette. What is more, Destructibles can be attached functions through Triggers.

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Atmosphere

The Atmosphere includes Spot Light, Point Light, and Localized Fog. You can use Atmosphere to add atmosphere effects, such as the effect of sunlight shining through the window and the effect of dim light.

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Edit Objects

Select the object placed in the Operation Area, you can Edit Objects in the Tool Palette. You can also perform the following operations through the shortcut bar in the Operation Area.

mainwindow2_move_nmlMove: Move objects in the scene.

mainwindow2_rotate_nmlRotate: Rotate objects in the scene.

scale_iconScale: Scale objects in the scene.

mainwindow2_tem_nmlTransform: Move or scale objects in the scene.

mainwindow2_horizontally_nmlAlign: Align multiple objects.

mainwindow2_1_nmlGroup: Combine the selected decorations into a new decoration.

mainwindow2_2_nml Split: Split the selected decoration into independent objects.

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Edit Objects - Unit

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In the Tool Palette, you can modify the name of the selected unit. Click visible to display or hide the unit.

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You can view its ID, view and modify the Unit Owner, Level, Coordinates, Rotation, Scale, HP, and MP.

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You can add or modify the General Abilities and Hero Abilities of the selected unit, including the corresponding ability Level.

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You can set the initial Items and Stacks in the Inventory of the selected unit. Only six Items in the default UI of Inventory can be set here. If you want to set more initial Items in the Inventory, please use the UI Editor.

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You can set the Dropped Items and the corresponding Proportion when the selected unit dies.

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Edit Objects - Decoration

In the Tool Palette, you can modify the name of the selected decoration. Click visible to display or hide the decoration. You can also preset its Coordinates, Yaw, Pitch, Roll, and Scale.

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Edit Objects - Item

In the Tool Palette, you can modify the name of the selected item. Click visible to display or hide the item. You can also preset its Unit Owner, Level, Coordinates, Rotation, and Scale.

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Edit Objects - Camera

In the Tool Palette, you can modify the name of the selected camera. Note, the name of the Initial Camera cannot be modified. Click visible to display or hide the object. You can also preset its Focus, Pitch, Yaw, Roll, Focal Length, Field of View, Far Clipping, Real-Time Update, Min Focal Length, and Max Focal Length.

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Focus: The imaging focus of the lens, as shown in the figure below.

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Pitch: The angle between the lens direction and the horizontal plane of the map, as shown in the figure below.

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Yaw: The angle between the projection of the lens direction on the map plane and the X-axis of the map, as shown in the figure below.

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Roll: The rotation angle of the lens whose location remains unchanged, as shown in the figure below.

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Focal Length: The distance from the lens center to the lens focus, as shown in the figure below.

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Field of View: The area that can be observed by the lens, for example, the conical area surrounded by red lines in the figure below.

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Far Clipping: The range of objects loaded by the lens.

Real-time Update: You can choose whether to view the change of camera attributes in real time and whether to enable a global view. When the global view is enabled, the visual occlusion is ignored during the game.

Min Focal Length: The minimum distance between the initial lens and the focus.

Max Focal Length: The maximum distance between the initial lens and the focus.

Edit Objects - Projectile

In the Tool Palette, you can modify the name of the selected projectile. Click visible to display or hide the projectile. You can also preset its Coordinates, Yaw, Pitch, Roll, and Scale.

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Edit Objects - Region

In the Tool Palette, you can modify the name of the selected region. Click visible to display or hide the region. In addition to the basic settings of Coordinates and Radius, you can also set the regional Weather, Region Sound, and the Color used to draw the region.

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Edit Objects - Destructible

In the Tool Palette, you can modify the name of the selected destructible. Click visible to display or hide the destructible. You can also preset the Coordinate, Yaw, Pitch, Roll, and Scale.

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Edit Objects – Atmosphere

Atmosphere includes Point Light, Directional Light, and Localized Fog.

Point Light illuminates a circular area centered on itself, as shown in the figure below.

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You can modify the name of the selected Point Light. Click visible to display or hide the Point Light. You can also set its Coordinates, Rotation, Color, Light Range, Light Intensity, and Cast Shadow.

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Spot Light illuminates the target direction like a flashlight, forming a light path, as shown in the figure below.

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In addition to the same setting options as Point Light, you can also set Light Spread for Spot Light.

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Localized Fog is the fog effect that can be placed in the scene.

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You can modify the name of the selected Localized Fog. Click visible to display or hide the Localized Fog. In addition to basic settings of Coordinates, Rotation, and Scale, you can also set its Color, Density, and Speed.

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