Prima Games eGuides Little Big Planet 3 Signature Series Strategy Guide

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Little Big Planet 3 Signature Series Strategy Guide Create Tools Quick Reference: The Tools Bag

Gadgets

Sensors

Primary Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Item

Set the specific sticker players must place on the object to activate the Sticker Sensor.

Range

Minimum Detection Range

Establishes the minimum distance away a sack person must be to activate the Sensor.

Maximum Detection Range

Establishes the maximum distance away a sack person can be to activate the Sensor.

Trigger Angle Range

Establishes the angular range a sack person must be within to activate the Sensor. Set the range from 0º to 360º.

Layer Range

Establishes how many layers away from the Sensor a player can be and still activate it. Set between 0–16

Count

Number of Players Required

Set the number of players necessary to trigger the Player Sensor. Set the required number between 1 and 4.

Requires All Players

Determines whether or not the Player Sensor requires all players to activate.

Detects unspawned players

Establishes whether or not the Player Sensor detects unspawned players.

Number of Keys Required

Set the number of Tags necessary to trigger the Tag Sensor. Set the required number between 1 and 100.

Tag Type

Tag Color

Set the Tag Color that triggers the Tag Sensor.

Select or Tweak a Tag Label

Keep track of your Tags by labeling them.

Trigger

Target Score

Set the score a player must achieve in order to trigger the Score Sensor.

Include Rigid Connections

Determines whether or not material glued or connected to the object also triggers its Sensor.

Include Touching

Determines whether or not simply touching the object triggers the Impact Sensor.

Require Tag

Establishes whether or not the object striking the Impact Sensor must also have the specified Tag to trigger it.

Output

Invert Output

Inverts the default output state of the Sensor from off to on.

Output Value

Decides whether the Tag Sensor’s output is either on/off based on Tag signal strength, or whether it varies depending on the closeness of the Tag.

Visuals

Length

Electronics and Cable Visibility

Establishes which parts of the Sensor are visible. (No, Switch Visible, Switch and Cables Visible.)

Visible in Play Mode

Determines whether or not the Sensor is visible in Play Mode.

Color

Set the color of the Sensor to help keep track of it.

Tag

The other half of the Tag equation is the labeling system. Tags come in eight different colors and can also be provided with a Tag Label to allow near-unlimited triggering possibilities.

Tag Adjustments

Tag Color

Select or Tweak a Tag Label

Visible in Play Mode

Tag Sensor

Like the scanner at the grocery store, the Tag Sensor is designed to detect very particular Tags. This gadget activates only when it detects a Tag of the corresponding color or Tag Label within its radius.

Impact Sensor

This tough gadget knows how to take a hit. Attach the Impact Sensor to an object, and it activates whenever anything makes contact with it. You can tweak it so that the slightest touch activates it, or adjust it to require a hit from an object with a particular Tag.

Water Sensor

This Sensor activates the moment the object it’s attached to gets the slightest bit wet. It’s designed for occasions when you expect players to douse particular objects or the level itself in H2O.

Tag Sensor Adjustments

Minimum Detection Range

Maximum Detection Range

Trigger Angle Range

Layer Range

Detect Tags in Same Microchip

Number of Keys Required

Tag Color

Select or Tweak a Tag Label

Invert Output

Output Value

Show Radii in Play Mode

Electronics and Cable Visibility

.
Impact Sensor Adjustments

Character to Detect

Include Rigid Connections

Trigger Angle Range

Include Touching

Require Tag

Tag Color

Select a Tag Label

Invert Output

Electronics and Cable Visibility

Color

Water Sensor Adjustments

Invert Output

Electronics and Cable Visibility

Color

Remote Tag Sensor

Like two lost lovers, this senses when a Tag is active, even when that Tag is far-flung.

Remote Tag Sensor Adjustments

Tag Type

Select a Tag Label

Invert Output

Electronics and Cable Visibility

Speed Sensor

This senses the velocity of an object.

Speed Sensor Adjustments

Maximum Speed

Directions (Up, Down, Left, Right, In, Out, and all combinations thereof)

Local Space

Invert Output

Electronics and Cable Visibility

Color

Rotation Sensor

When it’s dizzying, twirling, and, yes, sometimes nauseating spirals that you’re looking for, this is the Sensor for you. The Rotation Sensor detects the rotational speed of an object.

Rotation Sensor Adjustments

Rotational Speed

Directions (Clockwise, Anti-Clockwise, Both Directions)

Invert Output

Electronics and Cable Visibility

Color

Angle Sensor

Whether you are looking to detect when something is topsy or turvy, the Angle Sensor has the situation covered. It senses the exact angle of an object.

Angle Sensor Adjustments

Trigger Angle Range

Invert Output

Electronics and Cable Visibility

Color

Interactive Live Stream Sensor

Do you ever get the feeling you’re being watched? In LittleBigPlanet 3, it just might be that you are! As long as the denizens of the Craftverse are peeking in, you might as well let them contribute. This Sensor detects when your game is being livestreamed and allows up to five key phrases to be used as triggers for individual outputs.

Interactive Live Stream Sensor Adjustments

Chat Sample time (represents the window for data collection)

Key Phrase (one-five)

Behavior (Output all of the time or After Sample time)

Electronics and Cable Visibility

Color

Logic

Basic Logic Adjustments
Adjustment Type
Adjustment Name
Effect

Ports

Number of Ports

Determines the number of inputs for the Logic gadget.

Output

Invert Output

Inverts the default output state of the Logic gadget from off to on.

Visuals

Electronics and Cable Visibility

Establishes which parts of the Logic gadget are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Logic gadget to help keep track of it.

AND Gate

This gadget activates when both of the inputs attached to it are active.

AND Gate Adjustments

Number of Ports

Invert Output

Output Value

Electronics and Cable Visibility

Color

OR Gate

This gadget activates when either of the two inputs attached to it is active.

OR Gate Adjustments

Number of Ports

Invert Output

Output Value

Electronics and Cable Visibility

Color

XOR Gate

This gadget activates when one and only one of the inputs attached to it is active.

XOR Gate Adjustments

Number of Ports

Invert Output

Electronics and Cable Visibility

Color

Timer

A particular variety of Counter, the Timer looks identical and passes time regardless of input. When the specified amount of time elapses and the Timer is full, the connected output is triggered.

Timer Adjustments
Adjustment Type
Adjustment Name
Effect

Timing

Target Time

Set the target time that must be reached to trigger an attached output.

Current Time

Set or view the current time.

Input Action

Determines what effect a connected input has on the Timer (Start/Stop, Forwards/Backwards, Start Count Up, Start Count Down, Speed Scale).

Output

Invert Output

Inverts the default output state of the Counter from off to on.

Visuals

Length

Set the length of the Timer. Toggle between 1.0X and 100.0X.

Electronics and Cable Visibility

Determines which parts of the Timer are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Timer to help keep track of it.

Counter

It’s important to have clearly defined goals, and there’s nothing clearer than a quantified objective. Counters are extremely useful for tracking player progress by increments. These tools can keep track of how many times a sponge has been grabbed or a button has been pressed, and then activate an output once the threshold has been reached.

Counter Adjustments
Adjustment Type
Adjustment Name
Effect

Count

Target Count

Set the target count that must be reached to trigger an attached output.

Current Count

Set or view the current count.

Output

Invert Output

Inverts the default output state of the Counter from off to on.

Visuals

Length

Set the length of the Counter. Toggle between 1.0X and 100.0X.

Electronics and Cable Visibility

Determines which parts of the Counter are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Counter to help keep track of it.

NOT Gate

This gadget activates only when the attached input is inactive.

NOT Gate Adjustments

Invert Output

Electronics and Cable Visibility

Color

Direction Splitter

In a feat that some might call a miracle and others might call witchcraft, this gadget takes a single input and turns it into two outputs. This voodoo may seem strange at first, but when combined with a 3-Way Switch, two different outputs can be triggered individually from a single input source.

Direction Combiner

The not-so-evil twin of the Direction Splitter, the Direction Combiner takes two inputs and combines them into one output. The catch is that this gadget only activates its output when one of the two inputs is activated, but never both.

Direction Splitter/Combiner Adjustments
Adjustment Type
Adjustment Name
Effect

Output

Invert Output

Inverts the default output state of the gadget from off to on.

Visuals

Electronics and Cable Visibility

Determines which parts of the gadget are visible. (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the gadget to help keep track of it.

Toggle

Toggle is one gadget that can’t seem to make up its mind. Each time its input is triggered, it cycles between being active and being inactive. Just don’t ask it whether the chicken or the egg came first.

Toggle Adjustments
Adjustment Type
Adjustment Name
Effect

Output

Current State

Set the current state of the Toggle (Yes/No).

Visuals

Electronics and Cable Visibility

Determines which parts of the Toggle are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Toggle to help keep track of it.

Selector

The Selector is a handy hub where an equal number of inputs and outputs can be routed through the same place to reduce clutter. Alternatively, a single input can be used with the Selector to cycle through all the connected outputs.

Selector Adjustments
Adjustment Type
Adjustment Name
Effect

Ports

Number of Ports

Determines how many inputs/outputs the Selector has.

Current State

View or select which output is currently active.

Output

Invert Output

Inverts the default output state of the Selector from off to on.

Visuals

Electronics and Cable Visibility

Determines which parts of the Selector are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Selector to help keep track of it.

Battery

Sends a constant input signal to trigger whatever it’s attached to.

Battery Adjustments

Output

Invert Output

Electronics and Cable Visibility

Color

Randomizer

Random chance can be wonderful or it can be cruel, depending largely on which gadgets you attach your Randomizer to. When active, it activates one (or none) of the connected outputs at random.

Randomizer Adjustments
Adjustment Type
Adjustment Name
Effect

Pattern

Pattern

Choose the pattern the Randomizer uses to select an output (One at a Time, Add, Add and Reset When Full, Toggle).

New pick each time

Yes/No Determines if the new random output chosen must differ from the previously selected output.

Input Action

Determines whether or not a connected input toggles the Randomizer on/off or overrides the time settings with the default pattern (On/Off, Override Pattern).

On Time

Minimum On Time

Set the minimum amount of time the Randomizer stays on.

Maximum On Time

Set the maximum amount of time the Randomizer stays on.

Off Time

Minimum Off Time

Set the minimum amount of time the Randomizer stays off.

Maximum Off Time

Set the maximum amount of time the Randomizer stays off.

Output

Invert Output

Inverts the default output state of the gadget from off to on.

Visuals

Electronics and Cable Visibility

Determines which parts of the Randomizer are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Randomizer to help keep track of it.

Wave Generator

Anyone who has used a TI-85 knows all about sine waves. They are the most mesmerizing alternative to any given task in math class. Here, the power of that regular pattern is packed into a nifty gadget that arcs its output against the wave pattern.

Wave Generator Adjustments
Adjustment Type
Adjustment Name
Effect

Timing

Time

Set, in seconds, the time it takes to transition between outputs.

Pause

Set, in seconds, the hold time between transitions.

Sync

Input the sync timer to match the outputs of other synced tools.

Input Action

Input Action

Shift between Speed Scale, Positional, and Stop/Start.

Output

Max Output Value

Set between 1.00 and -1.00.

Min Output Value

Set between 1.00 and -1.00.

Invert Output

Inverts the default output state of the gadget from off to on.

Visuals

Electronics and Cable Visibility

Determines which parts of the Randomizer are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color.

Logic Containers/Controllers

Microchip

The Microchip takes up only a tiny part of your object’s surface to allow an impressive amount of gadget placement upon its almost boundlessly large Circuitboard. Use the left stick to reposition the protruding Circuitboard and the right stick to expand its size. Anything attached to a Microchip behaves as though it were directly attached to the object the Microchip is sitting on.

Microchip Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Name

Enter a name for the Microchip.

Display

Show Circuitboard

Determines whether or not the Circuitboard is visible.

Stabilize Circuitboard

Yes/No.

Visuals

Hide Outgoing Wires when Circuitboard is Closed

Determines whether or not the wired connections to the Microchip are still visible when the Circuitboard is closed.

Electronics and Cable Visibility

Establishes which parts of the Microchip are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color of the Microchip to help keep track of it.

Broadcast Microchip

Groupthinking is a thing in the real world, and so too in LittleBigPlanet 3. The difference is that here, it is managed by Broadcast Microchips rather than catchy pop songs. Once an appropriate object or character enters its range, the Broadcast Microchip’s programming is projected into the target while it remains in area of effect.

Broadcast Microchip Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Name

Enter a name for the Broadcast Microchip.

Broadcast Target

Tags, Objects, and Creatures.

Tag Type

Set target Tag type (only when Tags are selected as the target).

Character to detect

Set target character type (only when Creatures are selected as the target).

Range

Broadcast to

Closest in Range, All in Range, or All in Contact.

Minimum Detection Range

0-∞.

Maximum Detection Range

0-∞.

Trigger Angle Range

0-360.

Layer Range

0-16.

Display

Show Circuitboard

Determines whether or not the Circuitboard is visible.

Stabilize Circuitboard

Yes/No.

Visuals

Hide Outgoing Wires when Circuitboard is Closed

Determines whether or not the wired connections to the Broadcast Microchip are still visible when the Circuitboard is closed.

Electronics and Cable Visibility

Establishes which parts of the Broadcast Microchip are visible (No, Switch Visible, Switch and Cables Visible).

Color

Set the color.

Sequencer

Similar to the Microchip, the Sequencer is more than just an expandable drawing board for your gadgets. Gadgets attached to the sequencer trigger in the order they are laid out from left to right, based on the amount of time you decide each vertical stripe represents. Overlapping attachments like cameras can automatically transition, allowing for smooth changes from one action to the next.

Sequencer Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Sequencer Name

Name your Sequencers to help keep track of them.

Trigger

Trigger Radius

Establishes the radius a sack person must be in to activate the Sequencer.

Layer Detection Range

Establishes the maximum layer distance a sack person may be from the sequencer in order to activate it. Toggle between 0 and 16.

Input Action

Input Action

Determines what effect a connected input has on the Sequencer (Start playing forwards!, Start playing backwards!, Speed Scale, Positional, Start/Stop).

Behavior

Seconds per Stripe

Set the number of seconds represented by each vertical stripe on the Sequencer. Toggle between 0.1 and 100.0.

Loop

Toggle whether or not the Sequencer loops after it finishes.

Visuals

Show Circuitboard

Determines whether or not the Circuitboard is visible.

Visible in Play Mode

Determines whether or not the Sequencer can be seen in Play Mode.

Color

Set the color of the Sequencer to help keep track of it.

Controlinator

Now this is a real humdinger of a gadget. A player’s sack person can enter one by pressing . Then, quite magically, their controller’s many buttons and sticks now function as dictated by the Controlinator. Reassign button actions, analog sticks, and even motion controls to your heart’s content. Connect the different parts of Controlinator’s controller mock-up to your bolts, gadgets, or whatever.

Controlinator Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Name

Name your Controlinators to help keep track of them.

Control

Remote Control

Toggle whether or not the

Controlinator operates an object remotely (No, Transmitter, Receiver).

Controlinator Frequency Color

Set the frequency used by the Controlinator to one of eight colors (when set to Transmitter or Receiver only).

Controlled by Nearest Player

An alternative option to the frequency colors (when set to Receiver only).

Disable Popit

Determines whether or not players can access their Popits while using the Controlinator.

Trigger

Set Trigger Radius

Establishes the radius a sack person must be within to enter the Controlinator.

Layer detection range

Establishes the maximum layer distance a sack person may be from the Controlinator in order to activate it. Toggle between 0 and 16.

automatically enter

Determines whether or not the sack person automatically enters the Controlinator upon entering the Trigger Radius.

Players

Players

Determines if all or only the lead player can interact with the Controlinator.

Display

Show Circuitboard

Determines whether or not the Circuit Board is visible.

Stabilize Circuitboard

Determines if the Circuitboard orientation stays the same regardless of the object it is attached to.

Visuals

Side-Mounted

Toggles whether or not the player is seated on top of or perpendicular to the Controlinator.

Visible in Play Mode

Determines whether or not the Sequencer can be seen in Play Mode.

Movers

Mover Adjustments
Adjustment Type
Adjustment Name
Effect

Speed

Left/Right Speed

Determines the Mover’s horizontal speed. Set the speed between 0 and 100.

Up/Down Speed

Determines the Mover’s vertical speed. Set the speed between 0 and 100.

Maximum Speed

Determines the Mover’s maximum speed. Set maximum speed between 0 and 100.

Local Space

Determines whether the Mover continues to move in the same initial direction or whether its trajectory changes based on the object’s orientation.

Allow Up-Down Movement

Determines whether or not the Mover tracks its target’s vertical motion.

Allow In-Out Movement

Determines whether or not the Mover tracks its target’s movement between layers.

Flee Rather Than Follow

Establishes whether or not the Mover flees or follows its target.

Strength

Acceleration

Determines the rate at which the Mover increases its speed. Set acceleration between 0% and 100%.

Deceleration

Determines the rate at which the Mover decreases its speed. Set deceleration between 0% and 100%.

Allow Pushing

Allows the Mover to push other objects out of its way.

Stay On

Determines whether or not the Mover stays on.

Maximum Weight that Can Be Pushed

Determines the maximum weight the Mover can push out of its way. Set the maximum weight between 0.1 and ∞.

Trigger

Minimum Detection Range

Establishes the minimum distance a sack person must be to activate the Mover.

Maximum Detection Range

Establishes the maximum distance a sack person can be to activate the Mover.

Trigger Angle Range

Establishes the angular range a sack person must be within to activate the Mover. Set the angular range between 0º and 360º.

Follow Tag Instead

Changes the Mover’s behavior to track a particular Tag instead of the player.

Visual

Visible in Play Mode

Determines whether or not the Mover appears in Play Mode.

Mover

Have all the fun of moving without a truck rental. An object with a Mover attached to it zips along in one direction (and one direction only), propelled by an invisible force. Normally, Movers travel to the right or straight up depending on their values, but negative values allow them to travel left or down.

Mover Adjustments

Left/Right Speed

Up/Down Speed

Local Space

Acceleration

Deceleration

Input Action

Visible in Play Mode

Advanced Mover

Whenever you feel like you’re only going in one direction, the Advanced Mover has got you covered. This gadget gives objects free rein to move up, down, left, and right, and it also works quite well with the Controlinator.

Advanced Mover Adjustments

Maximum Speed

Local Space

Acceleration

Deceleration

Input Action

Visible in Play Mode

Follower

With this gadget, pet rocks aren’t the only inanimate objects that can be your best friend. Objects with the Follower attached keep up with either your sack person or a Tag of your choice.

Follower Adjustments

Maximum Speed

In Out Speed

Acceleration

Stabilizer

Minimum Detection Range

Maximum Detection Range

Trigger Angle Range

Layer Detection Range

Input Action

Allow Up-Down Movement

Flee Rather Than Follow

Follow Tag or Character

Character to Detect

Tag Color

Select or Tweak a Tag Label

Visible in Play Mode

In/Out Mover

Add some depth to your level layout’s personality with an In/Out Mover. Objects equipped with one can travel between each of the many planes. Hook it up to an input to dictate when and how it moves back and forth.

In/Out Mover Adjustments

Maximum Speed

Allow Pushing

Maximum Weight that Can Be Pushed

Current Weight

Input Action

Visible in Play Mode

Advanced In/Out Mover

It’s more than the addition of a plus sign that makes this Mover advanced. With 16 layers to work with, this little guy gives you a lot more control over layer transitions.

Advanced In/Out Mover Adjustments
Adjustment Type
Adjustment Name
Effect

Speed

Maximum Speed

Set movement speed between 0.0 and 100.00.

Strength

Allow Pushing

Yes/No.

Maximum Weight that Can Be Pushed

0-∞.

Current Weight

Displays Weight of the object the Mover is attached to.

Layer Boundaries

Front Layer

Set between 1 and 16.

Back Layer

Set between 1 and 16.

Input Action

Movement Type

Directional Speed or Positional.

Input Action

On/Off, Strength Scale, or Speed Scale.

Visuals

Visible in Play Mode

Yes/No.

Motion Recorder

The Motion Recorder lets you record complex motions with, well, motion. Use the touch pad of the DualShock®4 or a PlayStation® Motion Controller to record the desired movements.

Motion Recorder Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Record

Once active, use your controller to map complex movements to the Mover.

Playback

Loop

Yes/No.

Playback

Set between Start playing forwards!, Start playing backwards!, or Forwards/Backwards.

Speed

Set movement speed between 0.0 and 100.00.

Input Action

On/Off, Strength Scale, or Speed Scale.

Visuals

Visible in Play Mode

Yes/No.

Force Chip

Like the most powerful magnet in the world, the Force Chip has the power to attract or repel.

Force Chip Adjustments
Adjustment Type
Adjustment Name
Effect

Strength

Strength

Set the forcefulness of the chip between 100% and -100%.

Range

Range

Set the area of effect between 0.0 and ∞.

Layer Detection Range

0-16.

Affect

Affect Sack Things

Yes/No.

Tagged Objects

No, Ignore Tagged Objects, or Affect Tagged Objects.

Tag Type (Only available when Tags are affected)

Select Tag Color.

Select or Tweak a Tag Label

Choose or adjust the target Tag name.

Visuals

Visible in Play Mode

Yes/No.

Rotators

Rotator Adjustments
Adjustment Type
Adjustment Name
Effect

Speed

Rotation Speed

Determines the speed at which the Rotator spins.

Strength

Acceleration

Acceleration Determines the rate at which the object increases its speed. Set acceleration between 0% and 100%.

Deceleration

Determines the rate at which the object decreases its speed. Set deceleration between 0% and 100%.

Input Action

Determines what effect a connected input has on the Rotator (On/Off, Strength Scale, Speed Scale).

Trigger

Minimum Detection Range

Establishes the minimum distance a sack person must be to activate the Rotator.

Maximum Detection Range

Establishes the maximum distance a sack person must be to activate the Rotator.

Trigger Angle Range

Establishes the angular range a sack person must be within to activate the Rotator. Set the range between 0º and 360º.

Follow Tag Instead

Changes the Rotator’s behavior to track a particular Tag instead of the player.

Visuals

Visible in Play Mode

Determines whether or not the Rotator appears in Play Mode.

Rotator

Attach the Rotator to an object to have it spin in one direction. It’s perfect for windmills and vehicles used for one-way trips.

Rotator Adjustments

Rotation Speed

Acceleration

Deceleration

Input Action

Visible in Play Mode

Advanced Rotator

The Advanced Rotator is for the true rolling enthusiast. These gadgets can turn in either direction when connected to an input like the 3-Way Switch.

Advanced Rotator Adjustments

Rotation Speed

Acceleration

Deceleration

Input Action

Visible in Play Mode

Look At Rotator

When your creation must keep a bead on something at all times, the Look At Rotator fits the bill. The object it’s attached to turns to always face the specified target, whether it’s a sack person or a Tag.

Look At Rotator Adjustments

Rotation Speed

Acceleration

Minimum Detection Range

Maximum Detection Range

Trigger Angle Range

Layer Detection Range

Input Action

Follow Tag or Character

Character to Detect

Tag Color

Select or Tweak a Tag Label

Visible in Play Mode

Gyroscope

Things are always looking up when there’s a Gyroscope involved. Attach this gadget to an object to make sure it’s always pointed up, down, or whichever direction you choose. When tipped over, objects with a Gyroscope attached find their way back to equilibrium with the speed and strength that you determine.

Gyroscope Adjustments

Rotation Speed

Direction of Rotation

Acceleration

Input Action

Visible in Play Mode

Rocket Rotator

Rocket Rotators combine the tireless directional push of a rocket with the angular control of a rotation tool, just as the name implies.

Rocket Rotator Adjustments

Rotation Speed

Acceleration

Input Action

Visible in Play Mode

Joystick Rotator

Use the Joystick Rotator in conjunction with the Controlinator to give players direct control over the angle of your creation. Connect the Controlinator’s analog sticks to its vertical and horizontal controls. Once a sack person enters the creation’s Controlinator, the stick input you define controls the precise angle it’s oriented at.

Joystick Rotator Adjustments

Rotation Speed

Acceleration

Input Action

Visible in Play Mode

Emitters

Emitter

Conjuring out of thin air isn’t just for wizards anymore. You can tweak Emitters to produce any object of your choosing (or creation). Play around with where the emitted objects manifest, how many are produced, and how long they stick around (among other tweakable properties).

Emitter Adjustments
Adjustment Type
Adjustment Name
Effect

Object

Choose Object

Set the item you want to emit and its emitted location.

Reference in Play Mode

Choose whether or not to reference the Emitter in Play Mode.

Speed

Linear Velocity

Determines the speed at which the item is emitted. Items begin traveling as soon as they are created.

Angular Velocity

Set spin rotation on emitted items.

Ignore Parent Velocity

Toggles whether or not the item’s velocity is affected by the speed of the object the Emitter is attached to.

Input Action

Input Action

Determines what effect a connected input has on the Emitter (On/Off, Emit Once, Speed Scale).

Timing

Frequency

Set the amount of time between emitted items.

Lifetime

Establishes the amount of time before an emitted item is destroyed.

Sync

Use this value to synchronize the movement of your Emitter with other objects in your level that support it.

Quantity

Max Emitted

Set the total number of items the Emitter can create.

Max Emitted At Once

Set the maximum number of items emitted during a set Frequency period.

Destroy Oldest when Max Emitted Reached

Toggle whether or not the oldest emitted item is destroyed once the maximum number has been emitted.

Effects

Create Effect

Determines the visual effect when the item is created (Appear, Expand, Fade).

Destroy Effect

Determines the visual effect when the item is destroyed (Fall Apart, Disappear, Dissolve, Shrink, Explode, Fade, Splat).

Visuals

Visible in Play Mode

Determines whether or not the Emitter can be seen in Play Mode.

Audio

Enable Sounds

Toggle sounds on/off.

Smoke Machine

Whether it’s a haunted house or a sauna, Smoke Machines add atmosphere. Just don’t overdo it at the rock & roll show, or the fans might not be able to see the musicians.

Smoke Machine Adjustments
Adjustment Type
Adjustment Name
Effect

Speed

Left/Right Speed

Establishes the horizontal speed of the smoke’s movement.

Up/Down Speed

Establishes the vertical speed of the smoke’s movement.

Size

Smoke Size

Determines the size of the smoke produced.

Color

Color

Determines the color of the smoke.

Brightness

Determines how bright the colored smoke appears. Set the brightness between 0% and 200%.

Visuals

Visible in Play Mode

Determines whether or not the Smoke Machine can be seen in Play Mode.

Note

Notes are handy ways of leaving a message for players to let them know you finished off the milk. Tweak it to keep it hidden from view during Play Mode when you only want to explain how you put your wondrous level together to those exploring it in Create Mode. Notes are especially handy within complex Microchips, helping remind both you and any fellow creators you gift your machinations to what a particular linked set of objects does.

Note Adjustments
Adjustment Type
Adjustment Name
Effect

Text

Note

Enter the text of the note.

Visuals

Show

Determines whether or not the text of the note is visible.

Visible in Play Mode

Determines whether or not the note can be seen in Play Mode.

Colors

Color

Determines the color of the note.

Bubble Machine

Ever find yourself under water, without scuba gear, short of breath, only to be saved by some bubbles floating up? No? Well, that’s probably because you are not a sack person. Bubble Machines distribute air to any soggy knit swimmer that stops by.

Bubble Machine Adjustments
Adjustment Type
Adjustment Name
Effect

Visuals

Visible in Play Mode

Determines whether or not the Bubble Machine can be seen in Play Mode.

Object Tweakers

Anti-Gravity Tweaker

Gravity doesn’t have to be a cruel mistress to objects you’ve attached the Anti-Gravity Tweaker to. You can change how diminished the pull of gravity is upon the objects, whether the objects stay fixed in place when nudged, and whether they actively resist gravity rather than just defying it.

Anti-Gravity Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Effect

Anti-Gravity

Determines the degree to which the object resists gravity. Set gravity resistance between 0% and 100%.

Damping

Determines how quickly the object slows down. Set dampening between 0% and 100%.

Zero Buoyancy

Determines how much the object floats in water. Set buoyancy between 0% and 100%.

Input Action

Input Action

Determines what effect a connected input has on the Anti-Gravity Tweaker (On/Off, Strength Scale).

Visuals

Visible in Play Mode

Determines whether or not the Anti-Gravity Tweaker is visible in Play Mode.

Opacity Tweaker

It’s not always easy to see things clearly, especially when there’s something blocking your view. Now, rather than build objects out of glass or move them out of the way altogether, you can attach an Opacity Tweaker and make them as see-through as you like.

Opacity Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Opacity

Set between 0% and 100%.

Fade Time

0.00-∞ in seconds.

Behavior

Dim Lights

Yes/No.

Include Rigid Connections

Yes/No.

Input Action

On/Off or Strength Scale.

Visuals

Visible in Play Mode

Yes/No.

Material Tweaker

Material properties aren’t set in stone, not even for the rockiest material! Attach the Material Tweaker to add or adjust characteristics, such as bounce, friction, stickiness, grabbability, and indestructibility.

Material Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Gameplay

Grabbability

Set whether the material can be grabbed by default, by one player, by no one, or by all players.

Grabbable by

Set if the material can be grabbed by the player, their Popit Cursor, or both. Choose between Player and Cursor, Player Only, and Cursor Only.

Climbable

Toggle whether or not players can climb the material.

Behavior

Bouncy

Determines the how much the material bounces. Set the bounce property between 0% and 100%.

Friction

Determines how much resistance from friction the material is subject to. Set the friction property between 0% and 100%.

Stickiness

Determines whether other objects stick to the material being tweaked or whether it resists being stuck to other sticky objects (Normal, Sticky, Non-Stick).

Indestructible

Determines whether or not the material is immune to destruction.

Effects

Remove Bevel

Enable to remove the beveled edge from the material.

Cast Shadows

Determine if the material casts shadows on the level.

Visuals

Visible in Play Mode

Determines whether or not the Material Tweaker is visible in Play Mode.

Audio

Physics Sounds

Toggles whether or not the sounds of the object’s physics interactions are audible.

Physics Tweaker

Bending the laws of reality (as loose as they are in LittleBigPlanet 3) is what the Physics Tweaker is all about. Change the weight and collision properties of any material. A sponge block that weighs a ton? Sure, why not?

Physics Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Collisions

Collisions

Change between On, Off, Tagged Objects, and Ignore Tagged Objects.

Tag Type (Only when selected in Collisions)

Tag Color

Set the Tag Color.

Select or Tweak a Tag Label

Choose or adjust the target Tag name.

Sackboy

Set the object to collide with only Sackboy.

Untweaked Weight

Displays the native weight of the object the Tweaker is attached to.

Current Weight

Change Weight

Yes/No.

New Weight

0.0-∞.

Behavior

Include Rigid Connections

Yes/No.

Visuals

Visible in Play Mode

Yes/No.

Destroyer

Customize the manner in which things are obliterated with the Destroyer. Attaching it to an object allows its destruction to spread to rigid Connectors, and you can also select the visual effect used when it’s destroyed.

Destroyer Adjustments
Adjustment Type
Adjustment Name
Effect

Behavior

Include Rigid Connections

Determines whether or not material glued or connected to the object is also destroyed.

Visuals

Destroy Effect

Determines the visual effect when the Destroyer is triggered (Fall Apart, Disappear, Dissolve, Shrink, Explode, Fade, Splat).

Visible in Play Mode

Determines whether or not the Destroyer is visible in Play Mode.

Shardinator

Less a Tweaker and more of a WMD (Weapon of Material Disintegration), the Shardinator does one thing well: it makes big things into small things. Slap one of these onto any material, and when activated, that material is broken apart.

Shardinator Adjustments
Adjustment Type
Adjustment Name
Effect

Density

Edge Cracks

Determines the disintegrating force of the blast. Set between 0.0 and 100.0.

Face Cracks

Determines the remaining fractals. Set between 0.0 and 100.0.

Speed

Random Linear Velocity

Affects the outward blast of debris. Set between 0.0 and 100.0.

Random Angular Velocity

Affects the spin of outgoing particulates. Set between 0 and 1500.

Timing

Trigger Delay

Set, in seconds, the delay between trigger and blast.

Lifespan

Set, in seconds, the amount of time post initial blast that the shards remain.

Effects

Shard Effect

Sets the effect on an object when the Shardinator is triggered. Set between Explode, Fade, Splat, Vaporise, Confetti, Disappear, Dissolve, and Shrink.

Destroy Effect

Sets the effect on an object when the Shardinator’s lifespan is up. Set between Explode, Fade, Splat, Vaporise, Confetti, Disappear, Dissolve, and Shrink.

Shards

Dephysicalized Shards

Yes/No.

Physics Audio

Yes/No.

Assign Tag to Shards

Yes/No.

Tag Type

Tag Color

Set the Tag Color (only when Assign Tag is set to Yes).

Visuals

Visible in Play Mode

Yes/No.

World Tweakers

Global Anti-Gravity Tweaker

When your level takes players to different planets, it probably makes sense to change the gravity along with the setting. Have it increase or decrease as needed when a sack person enters this gadget’s trigger range, or connect it to the input of your choice.

Global Anti-Gravity Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Gravity

Gravity

Set Between 0% and 400%.

Trigger

Trigger Radius

0.0-∞.

Layer Detection Range

0-16.

Only Activate Once

Yes/No.

Transition Time

Transition Time

Set, in seconds, the about of time it takes for the new gravity to take hold once triggered.

Visuals

Visible in Play Mode

Yes/No.

Global Lighting Tweaker

Whether the power’s just gone out or a sack person has just exited a dank cave into the bright sunlight, level lighting must change to fit the circumstances. Using the proximity trigger or another input, this gadget can adjust any aspect of the level’s global lighting.

Global Lighting Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Lighting

Lighting

Adjust brightness slider.

Darkness

Adjust visibility slider.

Fogginess

Set between 0% and 100%.

Fog Color

Adjust color slider.

Color Correction

Adjust color correction slider.

Trigger

Trigger Radius

0.0-∞.

Layer Detection Range

0-16.

Only Activate Once

Yes/No.

Transition Time

Transition Time

Set, in seconds, the about of time it takes for the new lighting to take hold once triggered.

Visuals

Visible in Play Mode

Yes/No.

Global Audio Tweaker

Sometimes a cave is really just a big room without the correct echo. When your level needs to not just look but also sound right, the Global Audio Tweaker can change up the audio mix and adjust reverb levels to provide the perfect soundtrack for your creation.

Global Audio Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Audio

Choose Ambience

Select ambient audio from the list.

SFX Volume

0%-100%.

Background Volume

0%-100%

Music Volume

0%-100%.

Dialogue Volume

0%-100%.

Reverb Settings

Reverb Settings

Select ambient audio from the list.

SFX Reverb Send

0%-100%.

Music Reverb Send

0%-100%.

Dialogue Reverb Send

0%-100%.

Low Pass Filter Settings

SFX Filter Amount

0%-100%.

Music Filter Amount

0%-100%.

Dialogue Filter Amount

0%-100%.

High Pass Filter Amount SFX Filter Amount

0%-100%.

Music Filter Amount

0%-100%.

Dialogue Filter Amount

0%- 100%.

Trigger

Trigger Radius

0.0-∞.

Layer Detection Range

0-16.

Only Activate Once

Yes/No.

Transition Time

Transition Time

Set, in seconds, the about of time it takes for the new audio to take hold once triggered.

Visuals

Visible in Play Mode

Yes/No.

Global Water Tweaker

The Global Water Tweaker is a great way to cool players down when the heat is on. When a sack person comes within trigger range of this gadget, the water level rises to a height of your choosing.

Global Water Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Water

Water Level

Set water level between 0 and 192.3.

Wave Height

0.00-2.00.

Water Color

Set color slider.

Water Murkiness

0%-100%.

Water Bits

0%-100%.

Water Drain Sound

Yes/No.

Light Patterns

Yes/No.

Trigger

Trigger Radius

0.0-∞.

Layer Detection Range

0-16.

Only Activate Once

Yes/No.

Transition Time

Transition Time

Set, in seconds, the about of time it takes for the new water levels to take hold once triggered.

Visuals

Visible in Play Mode

Yes/No.