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Glyph Editor

A Glyph associates a drawn mark with ordered Logic Components and their input bindings. Use one distinct mark for one behavior first, then test combinations after each Glyph works alone.

Prerequisites

Show Advanced resources and open a Glyph. Prepare a Logic Component with the target contract and Parameters your behavior needs. For a one-time activation, give it an On Logic Enabled Event; a dormant component needs another Event before it can do anything.

Teach and Connect a Mark

  1. Draw a recognizable mark in Recognition and choose Use This Mark. Add representative samples when the offered teaching controls allow it.
  2. Check Mark Set and the conflict status. Give each mark a distinct shape so recognition can tell them apart.
  3. Attach a Logic Component and inspect its compatibility status.
  4. Set Works with or the offered target Object filters. Bind Object connections to a compatible target and fill declared input overrides.
  5. Save, reopen, and test recognition with a fresh drawing instead of repeating only the stored sample.

Bindings distinguish literal values, expressions, Event values, Object Variables, and Globals. A value that resolves in one Event isn’t necessarily available in another. The editor reports missing Logic, missing Events, incompatible connections, and Variables that conflict in a combination.

Check Activation and Combinations

Test the Glyph on a compatible target using the available drawing workflow. Confirm the recognition result and the effect separately: recognizing a mark doesn’t establish that attached Logic ran.

Use the combination test to include the intended seals/Glyphs together. Inspect mark competition, shared target compatibility, and state-name conflicts. Component order affects behavior when later Logic reads a value changed earlier.

Expected result: a fresh mark selects the intended Glyph, its bindings resolve, and the attached Logic reacts on its configured Event. A failed mark should leave the target unchanged and give you a result you can inspect.

Troubleshooting

If recognition selects another mark, inspect competition and teach more distinct samples. If the status says Starts Dormant, add an appropriate Event or trigger the intended one. If no compatible Object is offered, inspect the Logic’s Object contract and the target’s components.

If an input is blank or invalid, choose a value source available in that invocation. If a combination fails, test each Glyph alone and then add them in order until the conflicting mark, connection, or Variable appears.

Use Living Paper for photographed paper games and Logic Parameters for typed input binding. Advanced creator tools have their own availability and are not prerequisites for this basic Glyph workflow.

Myth Engine Documentation