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Glossary: Attributes

Last updated on Jul 07, 2025

Built-In Game Attributes

  1. Name: The name of the project.

  2. Time: An attribute that will update with the amount of elapsed time the game has been running.

  3. Display Size: The default size of the scene/camera when you create a new scene.

  4. Random Seed: This value is used to initialize the pseudorandom number generator. When a seed is used, the sequence of random numbers that are generated will always be the same.

    For example if you got 5 random numbers with a seed of '3' (the numbers generated were 1, 7, 2, 5, 32). Then every time you preview or run the game, those would be the same first 5 random numbers to be generated.

    By default the seed is set to -1 which will randomize the seed every time the game is run.

  5. Ad Rewards Value: When reward ads are set up for the project, this will update with the value the game gets back from the ad provider. (i.e if you configured the value to be 100 on the ad providers side, then this would update to be 100 when a reward ad is viewed)

  6. Ad Rewards Name: When reward ads are set up for the project, this will update with the name of the ad provider when an ad is watched.

  7. Game Multiplayer Type: This value defaults to single player, but needs to be set to multiplayer for the networking behaviors to work.

Built-In Scene Attributes

  1. Name: The name of the scene.

  2. Time: An attribute that will update with the amount of elapsed time that the scene has been running.

  3. Scene Size: The size of the scene.

  4. Wrap X: Toggling this attribute on will cause actors that move off the left or right side of the scene to instead loop around to the other side.

  5. Wrap Y: Toggling this attribute on will cause actors that move off the top or bottom of the scene.

  6. Gravity: Applies an acceleration to every movable actors on the scene based off of the filled in X and Y values.

  7. Color: Sets the background color of the scene.

  8. Camera Attributes - Origin: The X and Y values of the starting place of the camera.

  9. Camera Attributes - Size: The size of the camera. By default the camera will be the same size as the scene.

  10. Camera Attributes - Tracking Area: The area an actor controlling the camera can move before the camera starts to follow it. (Note: This is only important if your scene is larger than the camera, otherwise the camera has nowhere to move.)

  11. Camera Attributes - Rotation: Sets the rotation of the camera. Can be used for some neat swirling effects of the whole scene.

  12. Auto-Rotation Orientations: These values determine the allowed orientations of the project on an Android device. By default only landscape left is selected.

Built-In Actor Attributes

  1. Name: The name of the actor.

  2. Time: The amount of time since the actor has loaded.

  3. Size: The size of the actor prototype. Setting the width and height here will determine what size the actor appears at by default when an instance of the actor is added to a scene.

  4. Rotation: The rotation of the actor.

  5. Color: The color and alpha (opacity) of the actor.

  6. Image: Lists the default image for the actor prototype.

  7. Tags: List of custom tags for the actor. Adding tags to actors allows you to create rules that reference a set of actors based off of their tag instead of a bunch of individual actors.

    i.e if you are building a platformer game, you could have all of the hazards the player needs to avoid tagged as "Hazards", then have a rule run when the player collides with an actor with tag "Hazards", instead of a rule for each hazard in the game.

  8. Preload Art: This tells the engine to load the art used for this actor at the start of the game. If you have a large game, toggling this off may help with startup load times.

Built-In Actor Attributes - Graphics

  1. Visible: This sets whether or not the actor is visible on the scene (by default toggled on). This is different than the Alpha value of the actor, because if this is toggled off text isn't displayed, whereas if the alpha of an actor is set to 0, text will still show up.

  2. Blending Mode: Determines how the colors behind the actor on the scene impact the actor. Some info about specific blending modes can be found on Wikipedia

  3. Horizontal and Vertical Wrap: These values determine how the image applied to the actor behaves when the actor has a different aspect ratio than the image.

  • Stretch - By default the actor will stretch and skew the image to fit the size of the actor.

  • Fixed - This will cause the image to stay at its fixed aspect ratio regardless of the actor size.

  • Tile - When the actor is larger than the tile width or tile height bounds the image will start to repeat itself instead of skewing. (Note: A tile width and height need to be set for this to work.)

  1. Horizontal Anchor: This value determines where the image on the actor will be anchored to when the horizontal wrap is set to something other than stretch.

  2. Vertical Anchor: This values determines where the image on the actor will be anchored to when the vertical wrap is set to something other than stretch.

  3. Flip Horizontally: Toggling this on will flip the image on the actor over the Y axis.

  4. Flip Vertically: Toggling this on will flip the image on the actor over the X axis.

  5. Tile Width and Height: These values are used when the horizontal or vertical wrap is set to tile. When the actor is larger than the bounds set here, it will begin tiling the image.

Built-In Actor Attributes - Physics

  1. Density: How dense the actor is treated in the physics engine. Learn more about density here.

  2. Friction: This value determines how much an actor slows down when colliding with another actor. Zero friction results in no loss of velocity, while a higher friction value will cause the actor to slow down quicker.

  3. Bounciness: Determines how much bounce an actor has when it collides with another actor. Zero bounciness results in the actors not bouncing off each other. A higher bounciness value results in the actors' velocities increasing in the opposite direction of the collision.

  4. Fixed Rotation: Toggling this attribute on will stop the actor from rotating when colliding with other actors.

  5. Movable: Toggling this attribute off will stop the actor from being able to move. (Note: This also stops the actor from rotating as that is a form of motion.)

  6. Collision Shape: This value tells the physics engine what type of shape to draw around the image on the actor for collisions.

  • Rectangle - The default. The physics engine draws a rectangle around the image on the actor and uses that as the collision shape.

  • Circle - The physics engine draws a circle around the image on the actor and uses that as the collision shape.

  • Custom - If you've made your own collision shape (as a json file) you can select custom to import it. Alternatively you can select custom and then select "auto-trace" to have the physics engine draw a custom collision shape to fit the image on your actor.

  1. Drag: Drag is the tendency of an object to slow down due to friction with the air or water that surrounds it. Having a higher drag value will cause the actor to slow down faster when not colliding with any other actors.

  2. Angular Drag: This value slows down the rotation of an actor over time to simulate air-resistance.

  3. Can Sleep: Toggling this value off will cause the physics engine to constantly factor this actor into physics computations, even when the actor is not actively colliding with anything. Leaving the value turned on will allow the engine to ignore actors that aren't actively colliding from the physics computations and improve project performance.

  4. Better Collisions: Toggling this value on will cause the physics engine to run more computations per second when computing collisions with this actor. This will impact performance of the project, and is not suggested to be used on many actors.

Built-In Actor Attributes - Motion

  1. Linear Velocity: These attributes store the X and Y velocity of the actor.

  2. Center of Mass: These attributes store the X and Y position of the center of mass of the actor for use in physics computations by the engine. By default the center of mass for an actor is its center point.

  3. Angular Velocity: This attribute stores the rotational velocity of the actor. A positive value results in a counter-clockwise rotation, and a negative value results in a clockwise rotation.

  4. Max Speed: If the enforce max speed attribute is turned on, this attribute sets the upper limit for the velocity of the actor.

  5. Enforce Max Speed: When turned on, sets the max speed attribute as the maximum velocity for the actor.

  6. Pin to COM: Turning this on locks the actor to a spot on the scene based off of its center of mass (by default the center of the actor).