Editor
The editor is where the level's blocks are arranged and the logic is modified. It is available upon editing a level in Build. The easiest way to edit a game without the tedium of scripting is through use of Kits.
There are two modes: edit mode (or build mode), and play mode.
Edit mode allows to move, place and remove blocks, as well as creating custom blocks and deciding game execution using wires.
In this mode, two arrows are visible at the origin point (0, 0, 0)
, found at the most southwest part of the world (in top-down view).
The arrow to the right is called the X axis, while the other arrow is called the Z axis. The remaining axis representing height, Y, is not shown, but is perpendicular to the two axes.
A maximum of 10 undos and redos can be performed under editing.
Play mode occurs upon tapping the play button. It plays the game as usual, but with additional differences: a stop button to return to edit mode, debugging information such as green or red lines by Raycasts, buttons at the bottom-right corner toggled by advanced inspection, and visible scripting blocks.
Custom blocks
These may be sprites or script blocks to accommodate your game.
To create a custom block, tap the pencil button on a built-in block or a custom block from a folder of a game name by scrolling below.
Fancade will prompt again for confirmation.
From thereon, there is a color palette, and five buttons:
- The color palette has 11 columns and 3 rows totaling 33 colours to choose from. Use the limitation to your advantage.
- The pencil button pigments voxels. Tap to paint only one edge of a voxel. Drag to coat a rectangular surface at this cross-section.
- The voxel add button, signified by a plus sign with a square, creates voxels in the object using the desired colour. Tap to add atop the side of a voxel, or drag for a rectangular area over this side.
- This button can also be used to extend the block size of the object: in a voxel bordering the block, tap (and drag) on the side where the voxel touches the boundaries. This will cause the custom to newly occupy it, unless the boundary exceeds 4 blocks along that axis or a same custom block prevents it due to blockage.
- Oppositely, voxel remove, signified by a minus sign instead, deletes any voxels in the object. Tap on a voxel to delete it. Drag to remove a rectangular area along the side's axes.
- In an opposite manner, this button can shrink the boundary of the custom block provided that those respective blocks do not contain voxels anymore.
- The brick stud reveals the sides which have glue on it. Tapping and dragging functionality is similar to pencil button; here, it removes or adds glue to the sides of the voxels.
- The camera button rotates the camera, moving it towards the block being edited in the center of the screen with a single finger.
Irrespective of option, you can pan, zoom and rotate the camera with two or three fingers.
Below these buttons is an undo, redo, and OK button.
Edit a custom block by tapping the pencil button again. It will not confirm in this case.
Similarly, edit the current name of the custom block by tapping it. A maximum of 16 characters are allowed.
To delete a custom block, remove every instances of the block, which may or may not be across multiple levels, so that when the last block is removed, an 'X' button with a red background appears beside the remove button. Drag the block in this location to delete it.
The button to the left of the pencil button is the open block button. Press to reveal its contents inside. This area is most commonly used to store scripts and other necessary objects to an accessible location, inside script blocks and one-off sprites (e.g. Longcat). You may not edit a custom block inside another block without placing it on the floor first. A currently opened custom block may not be moved to another location without closing it. Opening another block closes the other for the new block. Tap the open block button again to close it.
An object's collider depends on the glue and the mode set. To change the property and collision type, press the gear button beside the name of the custom block.
There is a custom block limit imposed to each game. In a nutshell, the number of levels, in addition to how many blocks each custom block in inventory occupies cannot reach 256.
Inventory
Recent blocks are shown in this section. Flower, wood, steel, grass, bricks, and stone and custom blocks, if any, are stored while in the editor. Drag to place blocks in the level.
Clicking on the '+' button shows folders. Any block you tap or click puts it to the front of the inventory row. Tap 'X' to exit.
My Blocks
This is where custom blocks are stored. See #Custom blocks for details.
Terrain
Bricks, grass and dirt, foliage, stone, slate, and wood and steel are in this section.
Templates
Some common templates to use, most notably Script Block.
Decor
A flower, shrub, arch, and fifteen variations of sticks contain this folder.
Game
Scripts regarding the game's state.
Objects
Scripts to modify the object and get their position and size.
Sound
Basic scripts to tinker with sounds.
Physics
Scripts for physics-based objects and manipulation. The game's physics engine uses Bullet Physics.
- Add Force
- Get Velocity
- Set Velocity
- Set Locked
- Set Mass
- Set Friction
- Set Bounciness
- Set Velocity
- Add Constraint
- Linear Limits
- Angular Limits
- Linear Spring
- Angular Spring
- Linear Motor
- Angular Motor
Control
Manages the flow of logic. Contains user input as well.
Script blocks in this section are yellow.
Math
For computation.
- Negate
- Inverse
- Add Numbers
- Add Vectors
- Subtract Numbers
- Subtract Vectors
- Multiply
- Scale
- Rotate
- Combine
- Divide
- Power
- Equal Numbers
- Equal Vectors
- Equal Objects
- Equal Truths
- Less Than
- Greater Than
- AND
- OR
- NOT
- Random
- Random Seed
- Min
- Max
- Sin
- Cos
- Round
- Floor
- Ceiling
- Absolute
- Modulo
- Logarithm
- Break Vector
- Make Vector
- Normalize
- Dot Product
- Cross Product
- Break Rotation
- Make Rotation
- Distance
- LERP
- Axis Angle
- Screen To World
- World To Screen
- Line vs Plane
- Look Rotation
Values
For constants that pair with variables and calculations frequently.
- Number
- Vector
- Rotation
- True
- False
- Comment
- Inspect Number
- Inspect Vector
- Inspect Rotation
- Inspect Object
- Inspect Truth
Variables
Scripts for storing values of different types to be remembered.
- Get Number
- Get Object
- Get Vector
- Get Rotation
- Get Truth
- Get Constraint
- Set Number
- Set Object
- Set Vector
- Set Rotation
- Set Truth
- Set Constraint
- Set Number
- Set Object
- Set Vector
- Set Rotation
- Set Truth
- Set Constraint
- List Number
- List Object
- List Vector
- List Rotation
- List Truth
- List Constraint
Game names
These are custom blocks from games under Build tab. They are each represented as a blue question mark, unless tapped, in which it shows the first custom block in that order until another folder of a game name is tapped.