Scenes and Instances
Give one placed label its own text while the other copy keeps the shared resource’s original text. Then check which labels appear and run their Logic during play.
How the Parts Fit
A reusable Object holds a shared design. A Scene saves each placement’s location and authored settings alongside its resource choice. Each run builds fresh runtime instances from those placements, using their authored positions and starting values.
- Make Shared Label
Set its Text to Enter.
place
Place Two LabelsThe Scene saves two placements of Shared Label.
run
Start a Fresh RunWith both placements active and visible, two labels appear with fresh runtime state.
- Private Design
Make Scene Local gives the selected occurrence its own component and Logic definition.
- Leave One Inactive
Its gameplay events and visual are disabled.
An inactive placement keeps a runtime record, with its gameplay events and visual disabled. Check its Logic separately.
Start With Two Shared Labels
Finish the Shared Label inheritance check. You should have two Text placements using the same resource. The override reset leaves both labels showing Enter, inherited from Shared Label.
Save the project, stop the playtest, and select the first placement through its Scene Explorer row. Keep the second row as the sibling you will compare.
Give the First Label Private Text
- Open the selected row’s context menu and choose Make Scene Local….
- Confirm Make Scene Local. Its private editor opens with a copy of the original definition.
- Under Attached Components, select Text / UIs to open its settings, and set Text to
Private label. - Choose Done to return to the Scene.
- Inspect the sibling and the original Shared Label resource. Both should still show
Enter.
That occurrence owns the definition. Save the project, close it fully, then open the saved project again. Check both Text values.
To reuse the private design, select its Scene Explorer row. Choose Promote to Object…, enter Private Label as the Reusable Object Name, then choose Promote.
The placement now references the new Private Label resource. Private Label keeps Private label. The original resource and sibling both keep Enter. Save, close fully, and reopen to check that result too.
Choose Who Owns the Design
| Choice | What Changes | When to Pick It |
|---|---|---|
| Predefined Object | Placements share the reusable resource’s design. | Keep several labels or enemies consistent. |
| Edit Object Locally | Edits supported component overrides on one reusable placement. | Change a value for one occurrence. |
| Make Scene Local | Gives the occurrence its own definition. | Give one label private components or Logic. |
| Promote to Object | Turns the private design into a reusable resource. | Reuse that design elsewhere. |
Make these authoring changes while stopped. Save them before closing the project. After promotion, review bindings that name one particular Scene occurrence.
Check Activity and Visibility
Use a separate Scene for this check, keeping your saved ownership example intact. Start with one Shared Label placement and compatible Logic that records one message on Create. Events and Actions explains that setup.
Run it first. Confirm that the label shows Enter and records one creation message. Fix that prerequisite before comparing the switches.
- Stop, add a second Shared Label placement beside the first, then start a fresh run. Both labels should appear, with one creation message each.
- Stop, select the second placement, and turn off Active in Play Mode, then run again. Only the active sibling should appear and record a creation message.
- Stop and restore activity. Turn off Visible at Game Start instead, then run again. One label should appear, while both record creation messages.
- Stop and restore runtime visibility. Turn off Shown in Scene Editor for the second placement, then run again. Both labels should appear and record creation messages.

| Switch | What Changes | When to Pick It |
|---|---|---|
| Active in Play Mode off | Suppresses the placement’s gameplay events and visual. | Leave a placement inactive at the start. |
| Visible at Game Start off | Hides its visual while active Logic still runs. | Start a label hidden. |
| Shown in Scene Editor off | Hides the placement while editing the Scene. | Clear the authoring view without hiding it during play. |
Change these switches while stopped, then start a new playtest. To restore the visible baseline, use Show Shared Label in editor on the hidden Scene Explorer row. Then select that placement and check all three switches are on.
Check State After a Restart
A new run starts from the authored settings again. Runtime Actions change live state during play; saving the project keeps the settings you authored in the editor. Use explicit save and load behavior when progress must survive separate game sessions.
For a missing label, check both switches. If creation messages repeat unexpectedly, inspect duplicate Logic attachments and Create Events. Record your steps from the initial Scene.
Use Variables for starting values and Saving and Loading for persistent progress. The Scene Actions reference covers runtime transitions and exact fields.
See Weighted Maze: Paint the Maze for a working example with four Terrain Button placements and different terrain values.
Myth Engine Documentation
