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

Gameplay

Connectors

Connector Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Interacts With

Determines whether the Connector interacts with only the Rail Hook, only the Hook Hat, both the Rail Hook and the Hook Hat, or neither.

Hook Motion

Determines whether or not the Connector’s motion is motorized or non-motorized.

Basic Settings

Rotation

Determines the range across which the Connector rotates. Set the rotation range between 0º and 2,160º.

Angle

Set the Connector’s resting position angle. Set the angle between 0º and 360º.

Speed

Control the speed of the Connector’s rotation. Set the speed between 0 and 1,500.

Direction

Determines whether the Connector rotates Clockwise or Anti-Clockwise.

Length

Set the Connector’s length.

Maximum Length

Set the Connector’s maximum length.

Minimum Length

Set the Connector’s minimum length.

Stiff

Determines whether or not the ends of the Connector attach at initial fixed angles to their surfaces.

Strength

Controls how strong the Connector’s tension is. Set the strength between 0% and 100%.

Acceleration

Control the rate of the Connector’s acceleration. Set the rate between 0% and 100%.

Deceleration

Control the rate of the Connector’s deceleration. Set the rate between 0% and 100%.

Timing

Time

Set the amount of time it takes a Connector to complete its action.

Pause

Set the amount of time before a Connector repeats its action.

Sync

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

Motion

Input Action

Determines what effect a connected input has on the Connector (On/Off, Forwards/Backwards, Single Cycle, Speed Scale).

Flipper Type

Determines whether the Connector snaps Clockwise or Anti-Clockwise back to a starting position.

Reversed

Reverses the initial direction of the Connector’s action.

Visuals

Choose Material

Determines what material the Connector is made out of.

Bolt and Cable Visibility

Determines whether or not cables and/or bolts are visible.

Visible in Play Mode

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

Audio

Mute

Toggle whether or not the audio is muted.

Bolt

Like Zeus from Mount Olympus, you too can lord over your creations (only you’ll be using bolts). Connect two objects with one, and they can swing as freely (or not) as you need. Simply place one object in the layer adjacent to another, line your bolt up between the two, then hold until you hear the satisfying sound of it attaching.

Bolt Adjustments

Strength

Bolt and Cable Visibility

Mute

Spring Bolt

When a bit more bounce is needed, add some springtime freshness with the Spring Bolt. Objects connected with these bounce back and forth with as much springiness as you desire before eventually coming to a rest on their own.

Spring Bolt Adjustments

Angle

Strength

Visible in Play Mode

Mute

Motor Bolt

Motor Bolts aren’t for fishing trips. They let you add rotation to objects at varying speeds of your choosing. Powered by some unknown source of renewable energy, they spin forever in a single direction like a rolling stone gathering no moss.

Motor Bolt Adjustments

Speed

Direction

Strength

Input Action

Bolt and Cable Visibility

Mute

Wobble Bolt

Wobble Bolts sweep back and forth across a fixed range forever and ever. Unlike Spring Bolts, their momentum and inertia never diminish. Use them to add a little predictable instability and keep players on their toes.

Wobble Bolt Adjustments

Rotation

Angle

Time

Pause

Sync

Strength

Input Action

Flipper Type

Reversed

Bolt and Cable Visibility

Mute

String

String is for loosely attaching two objects to each other. Attach each end of your string to objects and give them a strong, yet flexible, connection.

String Adjustments

Length

Visible in Play Mode

Mute

Rod

There’s no need to brace yourself against collapsing creations when using sturdy rods. These Connectors don’t bend for anybody, so stick them to objects when you need their stiffness.

Rod Adjustments

Length

Stiff

Visible in Play Mode

Mute

Elastic

The gymnast cousin to string and rod, elastic adds a flexible yet taut Connector to your objects. No matter how much a sack person stretches and pulls it, the Connector between two objects always springs back into shape, ready for action.

Elastic Adjustments

Length

Strength

Visible in Play Mode

Mute

Spring

These gadgets are the life of the party, letting you connect objects with a bouncy spring. Use them to craft a tough suspension for a vehicle you’re making, or simply use them to hang mistletoe from the ceiling with a little bounce.

Spring Adjustments

Length

Stiff

Strength

Visible in Play Mode

Mute

Winch

The chain links of this Connector hold tight under the greatest of strains. Use a winch when you need a retracting Connector, like a drawbridge or an anchor.

Winch Adjustments

Maximum Length

Minimum Length

Time

Pause

Sync

Strength

Input Action

Flipper Type

Reversed

Visible in Play Mode

Mute

Piston

The piston’s mechanism works tirelessly to expand and contract while connected to two objects. Objects connected in this manner move together and then apart at regular clockwork intervals. You could probably set your watch by it.

Piston Adjustments

Maximum Length

Minimum Length

Stiff

Time

Pause

Sync

Strength

Input Action

Flipper Type

Reversed

Visible in Play Mode

Mute

Bendy Rail

The Bendy Rail is the rail that Hook Hats and Rail Hooks glide along so effortlessly. They are placed in the world like track. You can run them along all 16 layers as a tool for both lateral movement and layer transition.

Bendy Rail Adjustments

Interacts With

Choose Material

Visible in Play Mode

Rail Hook

Rail Hooks attach to Bendy Rails and can be either motorized for a constant speed along the rail’s path, or guided by gravity. They accept inputs and can have any manner of thing attached to them via Glue.

Rail Hook Adjustments

Hook Motion

Speed

Pause

Reversed

Acceleration

Deceleration

Input Action

Visible in Play Mode

Mute

Getting Around

Bounce Pad

It’s too bad Bounce Pad airtime doesn’t count toward a pilot’s license. These handy gadgets can propel sack people across as much or as little space as you care to tweak them, ranging from a hop shorter than sack person’s normal jump to a soaring flight half the maximum height of the level.

Bounce Pad Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Movement

Height

Determines the how high the sack person gets bounced. Toggle between 1.0 and 100.0.

Trigger

Trigger Automatically

Yes/No.

Layer Launcher

This puppy is as advertised: it launches sack folk between layers. You can’t ask much more from something called a Layer Launcher.

Layer Launcher Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Movement

Edit Arc

Use the controller to edit the overall path the launcher sends sack people.

Air Steering

Adjust how much directional control sack people have in the air. Set between 0% and 100%.

Trigger

Trigger Automatically

Yes/No.

Slide

A slippery surface that can transition between layers? Yes, please! This tool goes down like a material, but it creates a diagonal plane between the back and frontmost layer it is placed on. Once placed, a slide can become any material, so it fits into any level’s décor.

Slide Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Choose Material

Select any material to transform the slide into.

Movement

Deceleration on Impact

0%-100%.

Slide Speed

0%-100%.

Steering

Adjust how much directional control sack people have while sliding. Set between 0% and 100%.

Special Properties

Base

Yes/No. Determines whether or not the slide is a diagonal plank or full wedge.

Visuals

Visible in Play Mode

Yes/No.

Color

Color

Set the slide color (only when no material is selected).

Brightness

Set brightness between 0% and 200%.

Animation

Animation Speed

Set the speed of the slide animation. -200%-200%.

Thruster

You don’t need to be a rocket scientist to play around with these nifty engines. Stick them onto your creations for a practical, smoky boost of speed, or slap them on simply for looks. Thrusters can be linked to switches and Sensors for player-controlled locomotion.

Thruster Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Acceleration

0%-100%.

Currently On

Yes/No.

Input Action

Set between On/Off, Strength Scale, and Stay On.

Audio

Thruster Sound

Yes/No.

Velociporter

The Velociporter is one of a host of tools built to get your sack person from here to there, with nothing in between. These powerful transporters work in pairs via color coordination and allow for two-way travel, making them an ideal method of moving characters from one place to another.

Velociporter Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Transition Type

Velociporter Color

Set color (must work in pairs to function correctly).

Select or Tweak a Velociporter Label

Choose or adjust the target Velociporter name.

Visuals

Show Velociporter Color

Yes/No.

Audio

Audio

Yes/No.

Wormhole

Similar to Velociporters, Wormholes are also built for traveling from here to there, but these babies have a few more tricks up their interdimensional sleeves. The biggest thing to remember here is that you need two Wormholes to travel, and the output of one must be connected to the input of the other.

Wormhole Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Behavior

Type

Entrance, Exit, or Two Way.

Players

All/Lead.

Audio

Wormhole Sound

Yes/No.

Character Teleporter

The final option in this instantaneous travel triumvirate is the Character Teleporter. Stick this down anywhere in your level, and once activated (by a Sensor or other input), it teleports the wayward traveler to its location.

Character Teleoporter Adjustments
Adjustment Type
Adjustment Name
Effect

Behavior

Teleport All Players

Yes/No.

Timing

Transition Time

Set, in seconds, the gap in time between activation and rematerialization.

Show Loading Screen

Yes/No.

Visuals

Visible in Play Mode

Yes/No.

Switches

Switch Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Output

Invert Output

Yes/No.

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible

Button

Channel surfers and ATM users agree that pushing buttons is great. Everyone wants to push a button, particularly giant red ones. Let your players give in to temptation by connecting a button to activate some fanciful gadget or output.

Button Adjustments

Physical Properties

Invert Output

Electronics and Cable Visibility

2-Way Switch

2-Way Switches are straightforward triggers that can be grabbed by a sack person and pulled in one of (surprisingly enough) two directions. It remains neutral when switched to the left, and it activates its connected output when switched to the right.

2-Way Switch Adjustments

Physical Properties

Invert Output

Electronics and Cable Visibility

3-Way Switch

This 2-Way Switch has one major difference. Can you guess what it is? However, in spite of having two directions to go beyond the neutral position, it can only be connected to one output. Combine it with the Direction Splitter to control the forward and backward motion of outputs like the Advanced Rotator.

3-Way Switch Adjustments

Physical Properties

Invert Output

Electronics and Cable Visibility

Spawning and Ending

Character Changer

To walk though a door and be totally changed, completely ready to face a new challenge, is the dream of everyone who has ever overslept. The Character Changer does a lot more than manage dreams. This tool lets players swap out characters mid-level or even toggle between a few options.

Character Changer Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Character

Character to Spawn As

Select an adventurer.

Multiple Characters

Yes/No.

Character To Change Back To

Select an adventurer (only when Multiple Characters is set to Yes).

Reset

Clear selections and reset to a sack person.

Acceleration

0%-100%.

Currently On

Yes/No.

Input Action

Set between On/Off, Strength Scale, and Stay On.

Visuals

Visible in Play Mode

Yes/No.

Entrance

Well, players can’t play your level without a way to get into it, can they?

Entrance Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Entrance Type

Entrance Type

Determines who can enter your level. Set between All Players, Color Coded, and Last Activated.

Infinite Lives

Infinite Lives

Yes/No.

Start Point

Is A Start Point

Yes/No.

Select or Tweak Start Point Name

Set Label.

Character

Character to Spawn As

Set Character.

Reset

Default back to a sack person.

Visuals

Visual Style

Determines the appearance of the entrance to match your level (Plastic, Chrome, Cardboard, Wood).

Audio

Checkpoint Sounds

Yes/No.

Close-Level Post

Some levels are designed in such a particular manner that having a party crasher show up can be a real drag. Passing a Close-Level Post prevents other players from joining in once a sack person has progressed past that point.

Checkpoints

These handy little place-savers can help ease frustration should a terrible fate befall a sack person. They come in three varieties: standard (three lives), Double-Life, and Infinite-Life.

Checkpoint Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Entrance Type

Entrance Type

Determines who can enter your level. Choose between All Players, Color Coded, and Last Activated.

Lives

Copy from Previous

Yes/No (not available on Infinite Lives Checkpoint).

Visuals

Visual Style

Determines the appearance of the Checkpoints in your level (Plastic, Chrome, Cardboard, Wood).

Audio

Checkpoint Sounds

Yes/No.

Level Link

Running a fever in the Create Mode Thermometer? Try splitting your grand idea up and using Level Links to connect your level to any other level you’ve published. There’s (virtually) no limit to the number of linked portals you can place. Keen!

Level Link Adjustments
Adjustment Type
Adjustment Name
Effect

Level

Random MM Picks Level

Randomly selects a published level to transport players to. Yes/No

Visible on Map

Yes/No.

level

Select the level you want the Level Link to connect to.

Continue Music

Yes/No.

Start Point

Is a Start Point

Yes/No.

Select or Tweak a Start Point Name

Set Label (Only when Level Link is a Start Point).

Character

Character to Spawn As

Set Character (Only when Level Link is a Start Point).

Reset

Default back to a sack person (Only when Level Link is a Start Point).

Properties

Physics Properties

Dynamic Object/Static Object.

Scoreboard

Every level started needs a place to finish, so put a Scoreboard at the end of your magnificent creation to total up the victorious sack person’s score. Besides changing the style of its appearance, you can tweak it to assign Level Complete Gifts, Aced Level Gifts, Collected All Gifts, or a Level Link.

Scoreboard Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Ends the Adventure

Yes/No.

Level Complete Gifts

Level Complete Gifts

Choose up to three items to gift players who complete the level.

Aced Level Gifts

Aced Level Gifts

Choose up to three items to gift players who ace the level.

Collected Gifts

Collected Gifts

Choose up to three items to gift players who collect all Prize Bubbles in the level.

Level Link

Level Link

Determines whether or not sack people are transported directly to a specific level after arriving at the Scoreboard.

Select or Tweak a Start Point Name

Set Label.

Unlock Level

Set a level to be unlocked by completing this one.

Shareable

Shareable

Determines whether or not the items awarded via the Scoreboard can be shared.

Visuals

Visual Style

Determines the appearance of the Scoreboard to match your level (Plastic, Chrome, Cardboard, Wood).

Game Ender

When simply walking up to a Scoreboard doesn’t do justice to the trials and tribulations players have gone through, link an input to the Game Ender. Once a sack person triggers the input, they’re instantly transported to the Scoreboard.

Game Ender Adjustments
Adjustment Type
Adjustment Name
Effect

Basic Settings

Success

Determines whether activating the Game Ender sends the sack person to the Scoreboard or ends the level without completing it.

Ends the Adventure

Yes/No.

Visuals

Visible in Play Mode

Determines whether or not the Game Ender is visible in Play Mode.

Progress Board

Similar to the Scoreboard, the Progress Board has a few extra options, without any of the bulk. Use this tool to end a level or simply to update players on their status.

Progress Board Adjustments
Adjustment Type
Adjustment Name
Effect

Board Name

Board Name

Set Board Name.

Properties

Ends the Adventure

Yes/No.

Display

Display

Yes/No per option. Show progress on Goodies Collected, Score, Collectabell Count, and Quests Completed.

Ace Prizes

Aced Level Gifts

Choose up to three items to gift players who ace the level.

Goodies Prizes

Collected all Prize Bubble Gifts

Choose up to three items to gift players who collect all Prize Bubbles in the level.

Completion Prizes

Level Complete Gifts

Choose up to three items to gift players who complete the level.

Level Link

Level Link

Determines whether or not sack people are transported directly to a specific level after arriving at the Progress Board.

Link Level

Where to next? Set destination for the Pod, a Level Link, or Return to Previous Level.

Points and Prizes

Score Bubble

Give a little incentive to players visiting your level by scattering Score Bubbles around.

Score Bubble Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Score Value

Score Value

Establish Score Bubble worth. Set Between 0 and ∞.

Prize Bubbles

You think the knit folk of LittleBigPlanet 3 go gaga for Score Bubbles, but just wait until you see how they react over Prize Bubbles. These are one of the best vehicles through which you can give out your wonderful creations, so get sharing!

Prize Bubble Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Prize

Prize

Select a Prize to reward from My Objects or My Pictures.

Shareable

Shareable

Yes/No.

Shop Stall

The Shop Stall functions like the bulkiest Sensor in the lot, but good things come in oversized packages! When stood upon, it detects the score of an adventurer and finds them either adequate or wanting. When the threshold is met, the Shop Stall’s output is activated.

Shop Stall Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Score Value

Currency

Collectabells/Score.

Score Value

0-∞.

Visuals

Visual Style

Determines the appearance of the Shop Stall to match your level (Plastic, Chrome, Cardboard, Wood).

Collectabell

This is a very particular type of currency accepted by Zom Zom. You can place these delightful goodies in your level for players to collect and spend at Shop Stalls.

Collectabell Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Score Value

Score Value

Toggle between 0 and 100.

Color

Color

Determines the appearance of the Collectabell.

Score Sensor

It hardly matters where this Sensor gets attached because it’s always keeping track of the score from any position within the level. When players reach the target score you specify, this gadget triggers an attached output.

Score Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Trigger

Currency

Score/Collectabells.

Target Score

0-∞.

Output

Invert Output

Yes/No.

Visuals

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Color

Adjust Sensor Color.

Score Giver

The Score Giver is a handy way to reward players by connecting it to whatever input you desire. Be creative, and ditch Score Bubbles to give players new ways of setting high scores.

Score Giver Adjustments
Adjustment Type
Adjustment Name
Effect

Reward

Currency

Score/Collectabells.

Score

–10000-10000.

Scorer

Scorer

Determines whether all players or only the one who triggered the Score Giver receives a reward.

Input Action

Input Action

One Shot, Every Second, or Scaled Every Second.

Multiplier

Multiplier Contribution

Just Score, One Bubbles Worth, One Multiplier, or None.

Multiplier Timer

Adjust the collection gap to maintain the multiplier. Set between 0 and ∞.

Display

Display

Select Yes/No to display Scores, Display Score Over Player, and Display Multiplier when the reward is collected.

Visuals

Visible in Play Mode

Yes/No.

Dangerous

Spikes

Sharp, pointy things sure do have a way of getting the message across without words. If the message you want to send is “beware,” then spikes should do the job nicely. Lay out tracts of them wherever players dare not go… or, when you’re feeling particularly cruel, exactly where they must.

Spikes Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Camera Shine

0%-100%.

Position in Layer

1-16.

Impact Explosive

These round explosives sure are touchy. The slightest bump is all it takes to detonate their explosive innards, so avoid leaving them scattered about. Just imagine how uncomfortable sharing a packed bus with one must be.

Impact Explosives Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Position in Layer

1-16.

Trigger Explosive

These extremely stable explosives are perfect for construction (more accurately, destruction) work that requires controlled demolitions. They don’t detonate until triggered via an attached input, but steer clear when they do. For all their quiet reserve, these things definitely make a loud bang.

Trigger Explosives Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Position in Layer

1-16.

Missile

Nothing like strapping a rocket to major ballistics to let players know you mean business! Missiles are essentially Impact Explosives with a built-in Thruster component.

Missile Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Acceleration

0%-100%.

Currently On

Yes/No.

Input Action

On/Off, Strength Scale, or Stay On.

Audio

Thruster Sounds

Yes/No.

Danger Tweaker

Use this when something becomes deadly, rather than starting that way (or vice versa).

Danger Tweaker Adjustments
Adjustment Type
Adjustment Name
Effect

Effect

Lethal Type

Determines the type of danger the object presents (Fire, Electricity, Plasma, None).

Input Action

Input Action

Determines what effect a connected input has on the Danger Tweaker (On/Off, Stay On).

Inverted

Inverts the default output state of the Danger Tweaker from off to on.

Visuals

Visible in Play Mode

Yes/No.

Audio

Lethal Sounds

Yes/No.

Projectiles

Electricity

These spheres undeniably lend a highly charged atmosphere to your level. Confront players with the shocking mortality of their little sack people with these projectiles.

Fire

The traditional weakness of many supernatural creatures, good old Fire always heats up the action. Players better know how to stop, drop, and roll when facing these fireballs. So long as a sack person only grazes Fire, they can withstand a single touch—something not possible with any of the other dangers.

Electricity/Fire Adjustments
Adjustment Type
Adjustment Name
Effect

Audio

Lethal Sounds

Toggles whether or not the sound associated with the lethal type is audible.

Plasma

Unlike the plasma flowing in your warm-blooded veins, this variety is decidedly lethal. Purple Plasma projectiles, while fun to say, are less pleasant to touch.

Plasma Adjustments
Adjustment Type
Adjustment Name
Effect

Color

Color

Set the color of the Plasma.

Audio

Lethal Sounds

Toggles whether or not the sound associated with the lethal type is audible.

Water

Players can splish-splash away without worry using Water, the only non-lethal projectile. Great for cooling off on a hot day or giving the car a good wash, water makes a fine projectile for those less interested in absolute destruction.

Projectile Sensor

A Projectile Sensor is on the lookout for these little orbs and is happy to activate whenever they are around.

Projectile Sensor Adjustments
Adjustment Type
Adjustment Name
Effect

Projectiles

Target Count

0-100.

Current Counter

0-100 (maxes out at Target Count setting).

Reset When Full

Yes/No.

Trigger

Projectile Types Detected

All, Fire, Electricity, Plasma, or Water.

Include Rigid Connections

Yes/No.

Output

Invert Output

Yes/No.

Visuals

Length

1.0x-100.0x.

Electronics and Cables Visibility

No/Switch Visible/Switch and Cables Visible.

Visible in Play Mode

Yes/No.

Audio

Sounds

Yes/No.

Racing

Finish Gate/Top-Down Finish Gate

Everyone wants a photo finish, but few stop to realize that the finish line is just as important as the photo. Make sure players don’t sprint their tiny sack peoples’ stuffed hearts out for nothing by always placing a Finish Gate at the end of a race.

Finish Gate Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Start Gate/Top-Down Start Gate

The hardest part of organizing a race is getting all the competitors at the Start Gate on time. The second hardest part is remembering to put up a Start Gate! No race can begin without a starting line, so make this your first step when setting up time trials.

Start Gate Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Time

Race Time

Set the amount of time players have to reach the finish line.

Behavior

Ignore Controlinator

Yes/No.

Lights

Light

From a Lamp to a Plasma Globe, these decorative tools shed light in the darkness and add to the overall look of your levels.

Light Adjustments
Adjustment Type
Adjustment Name
Effect

Properties

Physics Properties

Dynamic Object/Static Object.

Color

Color

Set color.

Brightness

Set brightness between 0% and 200%.

Settings

Radius

Set radial glow from 0.0-∞.

Foggyness

0%-400%.

Light Patterns

Strength

0%-100%.

Width

0%-100%.

Input Action

Input Action

Dimmer or On/Off.

Color When Off

Color

Set color.

Brightness

Set brightness between 0% and 200%.