Elements Documentation

Stage Elements

Information about the objects that can be placed inside a level.

Level

The Level contains a floor plane and a lighting approximation. The boundary of the plane matches the playable area in-game. The preview camera matches the in-game camera in angle and FOV, and can be viewed by switching to the Game tab in the Unity Editor.

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You must have exactly one instance of the Level object in your scene.


Wall

This element is a simple wall. It cannot be destroyed and bullets bounce off of it. The wall has no settings.


Breakable Wall

This element is similar to a normal wall, but a mine explosion nearby will destroy it, enabling tanks to pass through its position.

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Glass Wall

Like the breakable wall, a mine explosion will destroy it, but bullets will also damage it as they bounce off. The Glass Wall has no settings.


Hole

A hole prevents tanks from driving through its position, but bullets can fly over it. The Hole has no settings.


Player Spawnpoint

Indicates the starting positions of players. You must have exactly four spawnpoints in a level. The Spawnpoint has no in-game visual representation, and has no settings.


Portal

Objects that enter a portal are teleported to the corresponding location on the opposite portal. Portals do not need to share a parent, which is useful for having moving portals.

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Dynamic Stage Elements

Button

A button briefly activates, then deactivates objects that are connected to it when it is hit by a bullet or when a mine explodes nearby.

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Lever

A lever toggles its state when it is hit by a bullet, or when a mine explodes nearby, activating or deactivating connected objects accordingly.

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Pressure Plate

The pressure plate activates when a tank drives on it, or when a mine is placed on it. When all objects leave the pressure plate, it deactivates.

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Rail

The rail moves along a path. The exact behavior is governed by the Mode. The rail is invisible in-game. To make objects travel with the rail, parent them to the rail.

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Axel

The axel rotates in place. The exact behavior is governed by the Mode. The axel is invisible in-game. To make objects travel with the axel, parent them to the axel.

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Boxing Glove

A boxing glove punches tanks in front of it when it is activated. In the level builder, the yellow line indicates the front face of the boxing glove. The Boxing Glove has no settings.


Forcefield

When active, a forcefield behaves like a wall for bullets, but tanks can freely drive through it. When deactivated, bullets can pass through it.

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Lamp

Glows when active. The Lamp has no settings.


Logic Gate

The Logic Gate performs a Boolean operation on the connected inputs. A logic gate connected to no inputs always evaluates to False, regardless of operation type.

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Delay Block

A delay block delays and extends a signal by a configurable amount.

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Wire

The wire is a cosmetic item useful for indicating connections or paths. Wires are not required to connect dynamic stage elements together, instead it exists purely to assist in level design clarity. The wire has no collision.

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