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Functions of Objects Editor

You can edit objects comprehensively through the Objects Editor.

Units

Data Settings

Basic Settings

Avatar: Click the avatar or tihuan_an under the avatar to enter Resource, where you can select a new avatar.

Name: You can customize the name of the units.

Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish units with the same name and does not affect the displayed content in the game.

Tags: It is used to classify units to help batch operation on units of the same category. For example, a tag can be used to attach logic to the corresponding objects through Trigger.

Description: It is used for display in the store to help players learn information about this unit.

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Fixed Attributes

You can set Common, Attributes, Abilities, Shop, Tech, and Sounds of the selected Unit in Fixed Attributes. Click the “+” to expand the list and view the specific attribute content that can be adjusted.

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Hover the mouse over the Name of each attribute or “?” to view the description of the current attribute, so that you can understand how to use the attribute.

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Unit Attributes

Click the input box to set Starting Value and Attribute Growth of each unit attribute.

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Hover the mouse over the Name of each unit attribute to view the description of the current attribute, so that you can understand how to use the attribute.

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Custom Attributes

Click the input box to set Starting Value and Attribute Growth of each unit attribute.

Hover the mouse over the Name of each unit attribute to view the description of the current attribute, so that you can understand how to use the attribute.

Click the “+” in the upper right corner to add a new Custom Attribute and set its Name,Type, and Value. Then you can set the custom attribute of a unit according to your requirements through Trigger.

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Display Settings

On the Display Window, you can set the display form of a unit to be shown in the project.

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LOD Auto: In this mode, CliCli Editor automatically renders the details of a unit based on the distance of the lens.

Distance: CliCli Editor adjusts the distance of the lens according to the entered value.

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Model Mode: Click the common_search_wupin to display the unit in skinned bone mode.

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Model Settings: Click reset_liang_nml to select a Model in Resource - Model for replacement and adjust the overall size of the model through Scale.

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Selection Settings: Select Preview to preview the Selection area and Collision of the unit on the display window. You can adjust Glow Scale, Box Height, and Box Radius.

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Socket Setting: If the existing Socket cannot meet your requirement, you can click Socket Manager to add a Socket or delete the existing Socket.

[Term] Socket: Used to connect or bind other objects for a 3D model to control the action, location, rotation, or other attributes of the model. For example, a character model may have multiple sockets, including arms, legs, head, and eyes. These sockets can be used to bind weapons, props, or other objects so that they can automatically adjust the location and angle according to the change of action and posture of the model. Sockets can improve development efficiency and model controllability.

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Collision Settings: Select Show Radius and you can preview the collision range of the current unit on the display window. You can also modify the Radius of collision. CliCli Editor will automatically generate a collision range suitable for the current unit after clicking Auto Generate Collision.

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Click the drop-down box in the upper right corner to adjust the preview angle.

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Click the pause in the lower part of the window to play the selected action. In the drop-down menu, you select the action type of the selected unit and pull the progress bar to adjust the playback speed of the action.

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You can modify various effects of the selected unit in Minimap, Normal Attack, and Player Color in the Common panel on the right of the window and directly view the modified effects on the display window.

Decorations

Display Settings

On the Display Window, you can set the display form of a decoration to be shown in the project.

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LOD Auto: In this mode, CliCli Editor automatically renders the details of a decoration based on the distance of the lens.

Distance: CliCli Editor adjusts the distance of the lens according to the entered value.

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Model Settings: Click reset_liang_nml to select a Model in Resource - Model for replacement and adjust the overall size of the model through Scale.

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Collision Edit: You can set various Collisions for Decorations and directly view the specific collision range of the selected Decoration in the preview area. You can also use the buttons in the lower part of the window to clean up grids in the collision range, reset the collision range, use the Eraser to erase one grid in the collision range, and Exit collision editing. You can confirm the collision range of the current Decoration by clicking Auto Generate Collision.

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Click the drop-down box in the upper right corner to adjust the preview angle.

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You can modify the display form of the selected Decoration in the Common panel on the right of the window.

Name: Modify the name of the current Decoration.

Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish Decoration with the same name and does not affect the displayed content in the game.

Receive Decal: Whether a Decoration can receive the decals particles on its model.

Cast Shadow: Whether to display or hide the shadow effect of the selected Decoration.

Use as Road: Whether a unit is allowed to stand on or pass over a Decoration.

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Change Material: Here you can change the material of the selected Decoration.

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In Particle List, click the “+” to add Particles for the current Decoration. Click reset_liang_nml to select particles in Resource - Particles. You can also adjust the details of a particle, including Offset, Scale, Rotation, and Playback Speed. Multiple Particles can be added for one Decoration.

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In Attached Models, click the “+” to add an attached model for the current Decoration. Click reset_liang_nml to search for an attacked model in Resource - Model. You can also adjust the Offset, Scale, Rotation, Receive Decal, Cast Shadow, and Use as Road of an Attached Model and set its Material Change.

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Items

Data Settings

Basic Settings

Avatar: Click tihuan_an the avatar or under the avatar to enter Resource, where you can select a new avatar.

Name: You can customize the name of the items.

Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish items with the same name and does not affect the displayed content in the game.

Tags: It is used to classify items to help batch operation on items of the same category. For example, a tag can be used to attach logic to the corresponding objects through Trigger.

Description: It is used for display in the store to help players learn information about this item.

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Fixed Attributes

You can set General, Item Attributes, Shop, and Sounds of the selected Item in Fixed Attributes. Click the “+” to expand the list and view the specific attribute content that can be adjusted.

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Hover the mouse over the Name of each attribute or “?” to view the description of the current attribute, so that you can understand how to use the attribute.

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Unit Attributes

Click the input box to set the values of attributes. Click icon_setting to add or delete an attribute category.

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Note: The Unit Attributes of an Item are only valid for the Unit that is using the Item.

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Hover the mouse over the Name of each unit attribute to view the description of the current attribute, so that you can understand how to use the attribute.

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Custom Attributes

Click the “+” in the upper right corner to add a new Custom Attribute and set its Name, Type, and Value. Then you can set the custom attribute of an item according to your requirements through Trigger.

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Display Settings

On the Display Window, you can set the display form of an item to be shown in the project.

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LOD Auto: In this mode, CliCli Editor automatically renders the details of an item based on the distance of the lens.

Distance: CliCli Editor adjusts the distance of the lens according to the entered value.

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Model Settings: Click reset_liang_nml to select a Model in Resource - Model for replacement and adjust the overall size of the model through Scale.

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Selection Settings: Select Preview to preview the Selection area and Collision of the item on the display window. You can adjust Scale, Collider Height, and Collider Radius.

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Click the drop-down box in the upper right corner to adjust the preview angle.

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In Particle List, click the “+” to add Particles for the current Decoration. Click reset_liang_nml to select particles in Resource - Particles. You can also adjust the details of a particle, including Offset, Scale, Rotation, and Playback Speed. Multiple Particles can be added for one Item.

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Abilities

Data Settings

Basic Settings

Avatar: Click the avatar or tihuan_an under the avatar to enter Resource, where you can select a new avatar.

Name: You can customize the name of the abilities.

Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish abilities with the same name and does not affect the displayed content in the game.

Tags: It is used to classify abilities to help batch operation on abilities of the same category. For example, a tag can be used to attach logic to the corresponding objects through Trigger.

Description: It is used for display in the store to help players learn information about this ability.

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Fixed Attributes

You can set Basic Attributes, Ability Parameters, Ability Stages, Target Filter, and Sounds of the selected Ability in Fixed Attributes. Click the “+” to expand the list and view the specific attribute content that can be adjusted.

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Hover the mouse over the Name of each attribute or “?” to view the description of the current attribute, so that you can understand how to use the attribute.

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Custom Attributes

Click the “+” in the upper right corner to add a new Custom Attribute and set its Name, Type, and Value. Then you can set the custom attribute of the selected ability according to your requirements through Trigger.

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Modifiers

Some Abilities can provide buffs to units and items, for example, accelerating recovery of HP, increasing attack power, and so on. Modifiers include three categories: ordinary, halo, and shield.

Data Settings

Basic Settings

Avatar: Click tihuan_an the avatar or under the avatar to enter Resource, where you can select a new avatar.

Name: You can customize the name of the modifiers.

Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish modifiers with the same name and does not affect the displayed content in the game.

Tags: It is used to classify modifiers to help batch operation on modifiers of the same category. For example, a tag can be used to attach logic to the corresponding objects through Trigger.

Description: It is used for display in the store to help players learn information about this modifier.

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Fixed Attributes

You can set ID, Display Icon, Modifier Sub-type, Effect Type, Replace Related, Aura, and Sounds of the selected Modifier in Fixed Attributes. Click the “+” to expand the list and view the specific attribute content that can be adjusted.

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Hover the mouse over the Name of each attribute or “?” to view the description of the current attribute, so that you can understand how to use the attribute.