Functions of Objects Editor
You can edit objects comprehensively through the Objects Editor.
Units
Data Settings
Basic Settings
Avatar: Click the avatar or Resource, where you can select a new avatar.
under the avatar to enterName: 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.
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.
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.
Unit 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.
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.
Display Settings
On the Display Window, you can set the display form of a unit to be shown in the project.
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.
Model Mode: Click the
to display the unit in skinned bone mode.
Model Settings: Click Resource - Model for replacement and adjust the overall size of the model through Scale.
to select a Model in
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.
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.
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.
Click the drop-down box in the upper right corner to adjust the preview angle.
Click the
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.
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.
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.
Model Settings: Click Resource - Model for replacement and adjust the overall size of the model through Scale.
to select a Model in
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.
Click the drop-down box in the upper right corner to adjust the preview angle.
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.
Change Material: Here you can change the material of the selected Decoration.
In Particle List, click the “+” to add Particles for the current Decoration. Click 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.
to select particles in
In Attached Models, click the “+” to add an attached model for the current Decoration. Click 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.
to search for an attacked model in
Items
Data Settings
Basic Settings
Avatar: Click Resource, where you can select a new avatar.
the avatar or under the avatar to enterName: 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.
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.
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.
Unit Attributes
Click the input box to set the values of attributes. Click
to add or delete an attribute category.Note: The Unit Attributes of an Item are only valid for the Unit that is using the Item.
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.
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.
Display Settings
On the Display Window, you can set the display form of an item to be shown in the project.
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.
Model Settings: Click Resource - Model for replacement and adjust the overall size of the model through Scale.
to select a Model in
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.
Click the drop-down box in the upper right corner to adjust the preview angle.
In Particle List, click the “+” to add Particles for the current Decoration. Click 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.
to select particles in
Abilities
Data Settings
Basic Settings
Avatar: Click the avatar or Resource, where you can select a new avatar.
under the avatar to enterName: 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.
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.
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.
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.
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 Resource, where you can select a new avatar.
the avatar or under the avatar to enterName: 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.
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.
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.
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 a modifier according to your requirements through Trigger.
Display Settings
On the Display Window, You can set the modifiers played around the unit when a character in the game gains or loses a magic effect.
Note: The unit on the Display Window is only used to display the magic effect and is not the unit for which you are setting a magic effect.
Distance: CliCli Editor adjusts the distance of the lens according to the entered value.
In Model Edit, click Resource - Model for replacement and adjust the overall size of the model through Scale.
to select a Model in
Click the drop-down box in the upper right corner to adjust the preview angle.
You can set Gain Particles and Lose Particles for a unit when it gains a magic effect and loses a magic effect. Click Resource - Particles. You can also adjust the details of a particle, including Offset, Rotation, Scale, and Playback Speed, set the Socket of the particle, and set whether to Scale with Model and Rotate with Socket/Model. You can add multiple Gain Particles and Lose Particles for one unit.
to select a particle in
Socketed Models: You can also click “+” to add and edit socketed models for particles.
Material: When a unit gains a magic effect, its visual effect can be changed. For example, you can Change Material and set Base Tint Color, Saturation, and Alpha, so that the player can obtain more feedback information.
You can preview the Gain Particles and Lose Particles and view the display of a unit in the corresponding state.
Projectiles
Projectiles can be used with other objects (such as Abilities) or directly placed in the scene.
Data Settings
Basic Settings
Avatar: Click Resource, where you can select a new avatar.
the avatar or under the avatar to enterName: You can customize the name of the projectiles.
Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish projectiles with the same name and does not affect the displayed content in the game.
Tags: It is used to classify projectiles to help batch operation on projectiles 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 projectile.
Fixed Attributes
You can set ID, Loop, Max Duration, Differentiate Friend/Foe, Sounds, Movement Type, and Movement Channel of the selected Projectile in Fixed Attributes. Click the “+” to expand the list and view the specific attribute content that can be adjusted.
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.
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 a projectile according to your requirements through Trigger.
Display Settings
On the Display Window, you can set the display form of a projectile to be shown in the project.
Distance: CliCli Editor adjusts the distance of the lens according to the entered value.
Click the Effect button to play the animation effect of a Projectile.
Click the drop-down box in the upper right corner to adjust the preview angle.
You can make the projectile to be displaied in the project in a cyclic way by selecting Loop. You can also set the Max Duration of loop playback and Movement Type and Movement Channel of the projectile.
You can configure particles for different factions by selecting Differentiate Enemy/Foe. Click Resource - Particles. You can also adjust the details of a particle, including Offset, Rotation, Scale, and Playback Speed.
to select particles in
Click Replay in the lower-left corner of the Display Window to preview the animation of the projectile. Click Fade to preview the animation of the projectile disappearing.
Click the icon on the right of Replay to modify the motion mode of the projectile, including Static Motion, Linear Motion, and Circle Motion.
Tech
The technology system is used to limit the operation of players or increase attributes of players (for example, increase the attack power of all units of the current player by 100) to help enhance your control over the game rhythm. The technology system is a system that belongs to players. The technology of each player is independent and is effective for only the player.
Data Settings
Basic Settings
Avatar: Click the avatar or Resource, where you can select a new avatar.
under the avatar to enterName: You can customize the name of the Techs.
Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish Techs with the same name and does not affect the displayed content in the game.
Tags: It is used to classify Techs to help batch operation on Techs of the same category. For example, a tag can be used to attach logic to the corresponding objects through Trigger.
Description: Specific description of the current Tech to help players understand it. Description of Tech supports editing with function code.
Fixed Attributes
You can set ID, Max Level, Affect All Units, and Affect Unit Tags of the selected Tech in Fixed Attributes. Click the “+” to expand the list and view the specific attribute content that can be adjusted.
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.
You can set the Level, change the Icon, set Resource Requirement, and add Tech Effect and Precondition for the selected Tech.
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 a Tech according to your requirements through Trigger.
Purchasables
In the Objects Editor, you can create a purchasable and set its attributes such as ID, Name, and Purchasable Type. After setting attributes, you can see the label of the purchasables in Creator’s Dashboard. You need to use Trigger to set the effect of purchasables.
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.
Destructibles
Destructibles are mainly used to provide game players with resources that can be collected.
Data Settings
Basic Settings
Avatar: Click the avatar or Resource, where you can select a new avatar.
under the avatar to enterName: You can customize the name of destructibles.
Editor Suffix: The content added here is valid only when the project is being developed. It is used to distinguish destructibles with the same name and does not affect the displayed content in the game.
Tags: It is used to classify destructibles to help batch operation on destructibles of the same category. For example, a tag can be used to attach logic to the corresponding objects through Trigger.
Description: Specific description of the current destructible to help players understand it. Description of Tech supports editing with function code.
Fixed Attributes
You can set ID, Can Be Selected, Can Be Attacked, Ability Target, HP, Remove on Destroy, Delay Removing on Destruction, Receive Decal, Use as Road, Can Be Gathered, and Resources of the selected Destructibes in Fixed Attributes.
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.
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 a destructible according to your requirements through Trigger.
Display Settings
On the Display Window, you can set the display form of a destructible to be shown in the project.
LOD Auto: In this mode, CliCli Editor automatically renders the details of a destructible based on the distance of the lens. Distance: CliCli Editor adjusts the distance of the lens according to the entered value.
Model Settings: Click Resource - Model for replacement and adjust the overall size of the model through Scale.
to select a Model in
Selection Settings: Select Preview to preview the Selection area and Collision of the destructible on the display window. You can adjust Scale, Collider Height, and Collider Radius.
Collision Edit: You can set various Collisions for Destructibles and directly view the specific collision range of the selected Destructible 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 Destructible by clicking Auto Generate Collision.
Post-destruction Collision: You can set the collision type of the destroyed destructible. For example, after a house is destroyed, ruins still have the collision type of blocking effect.
Click the drop-down box in the upper right corner to adjust the preview angle.
After selecting Display on Minimap, you can set the color of the selected destructible to be shown on the minimap.
Change Material: Here you can change the material of the selected destructible.
Click the “+” to add Continuous Particles and Death Particles for a destructible and click Resource - Particles. You can also adjust the details of the selected particle, including Offset, Scale, Rotation, and Playback Speed.
to select the particle you want in
Sound
In the Objects Editor, you can simply edit a sound and use it as the background music or ability sound.
Data Settings
Basic Settings
Name: You can customize the name of sounds.
Play: Click
the to listen to the current sound. Drag the progress bar to adjust the playback progress.
Fixed Attributes
ID: Unique number of the sound in the editor.
Sound Type: You can select 2D Sound or 3D Sound.
Volume: Adjust the volume of the current sound.
Fade In: Set the time of transition from silence to sound at the beginning of a sound.
Fade Out: Set the time of transition from sound to silence at the end of a sound.
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 destructible according to your requirements through Trigger.
Click the “+” in the upper right corner to add multiple sounds for a music scene. You can adjust the Volume and the Probability of Playing of each sound and click the Play button to listen to the sound. You can also click
to delete unwanted sounds.[Term] Playback probability: You can adjust the Probability of Playing to make each sound played randomly according to the probability, so as to diversify the music in the game. For example, if you set the Probability of Playing of sound A to 70 and the Probability of Playing of sound B to 30, when a player experiences this scenario in the game, the player is going to hear sound A at the probability of 70% and hear sound B at the probability of 70%.
[Caution] No matter how many sounds are added, the sum of Probabilities of Playing of all sounds cannot exceed 100, that is, sounds do not overlay at the same time.
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 a sound according to your requirements through Trigger.
Definition
In addition to the fixed attributes preset by Objects Editor, you can click Definition in the lower-left corner of the window to open the Attribute Editing window, where you can customize Unit Attributes and Player Attributes.
Unit Attributes: Click “+” to add customized unit attributes. You also can modify the Default Value, Min Value, and Max Value of the attribute.
Player Attributes: Player attributes can be used by all players. Click “+” to add player attributes. You also can modify the Attribute Name, Default Value, Min Value, and Max Value, set whether a player attribute is Currency, and change the Icon.
There are default values for Attribute Settings. If an input value exceeds the default value, the system issues a warning.