Control a Platformer with Logic
Use Launch Platformer Player to throw the hero from a cannon, or Set Platformer Rule Value to open a door after a custom interaction. The platformer Actions send commands to the running machine, so its health, checkpoints, held buttons, and rules keep their normal behavior.
Prerequisites
Make and test a game in the Platformer editor, or add Platformer parts to an ordinary 2D Scene. Attach Logic to the Object that produces the event, enable Advanced Mode, and open 2D Platformer in the Action picker. The family appears when the project has platformer settings or an Object with a platformer role. It doesn’t require an installable pack.
Player usually identifies player 1 through 4. Apply Platformer Feel and Set Platformer Dial also accept 0 for the whole game. Read the selected Action’s Player field before reusing a value.
Launch a Player
In the Object’s intended event, add Launch Platformer Player with Player 1, X Velocity 4, and Y Velocity 6. Trigger the event once in a fresh run and inspect the resulting flight.
The velocity uses metres per second; positive Y throws upward in the current 2D world. It replaces the player’s launch velocity. Keep enough space above the cannon and a safe landing surface. A held or repeated event can relaunch the player before the first flight finishes.
Teleport Platformer Player uses the Action’s position controls and world metres. It puts the player at the resolved point with no motion; the player then falls if there is no supporting ground.
Choose an Action
| Action | Fields and behavior |
|---|---|
| Teleport Platformer Player | Player and position fields. Places the player at the resolved point and clears motion. |
| Launch Platformer Player | Player, X Velocity, Y Velocity. Launches the player; positive world Y is upward. |
| Hurt Platformer Player | Player. Applies a hazard-style hit while respecting the player’s safe time after damage. |
| Heal Platformer Player | Player, Amount. Adds health up to the player’s maximum. |
| Allow or Forbid Platformer Move | Move, Allowed. Changes the selected move’s lock for every player. |
| Give Platformer Player | Player, What; Move appears when What is ability. Gives a key, heart, life, shield, fuel, or the selected locked move. |
| Respawn Platformer Player | Player, Costs a Life. Returns the player to its checkpoint; cooperative play can return it to a partner in a bubble. Costs a Life defaults off. |
| Press Platformer Button | Player, Button, Held. Holds a machine input until you send Held off. |
| Set Platformer Rule Value | Flag or counter, Value. Uses the rule record’s Name; Flags take true/false and Counters take whole numbers. |
| Defeat Platformer Foe | Applies To. Defeats the placed machine foe represented by that target. |
| Apply Platformer Feel | Feel, Player. Player 0 changes the game; 1 to 4 applies a player’s preset override. Balanced returns that player to the game’s feel. |
| Set Platformer Dial | Dial, Value, Player. Uses the dial’s internal name, such as runSpeed or jumpHeight, and its own unit and permitted range. Player 0 changes the game. |
Move choices include dash, airJump, wallJump, pound, spin, jetpack, shield, swallow, slide, and flutter. Enabling a move’s lock doesn’t replace its other tuning or gameplay prerequisites. Verify the chosen move in the running game.
Release Held Input
For a cutscene walk, send Press Platformer Button with right and Held on. Send the same Player and Button with Held off at the end. Also release it on cancellation or interruption so the hero doesn’t keep walking.
Use the same paired operation for an on-screen button’s press and release. Test releasing outside the control and changing Scene while it is held. The input guide covers ordinary Commands; this Action controls the machine’s held button state.
Change Rules or Feel
Declare a record in Rules before writing it. Set Platformer Rule Value refers to that machine record, rather than a Global with a similar name. Check the affected door or trigger after the write.
For a temporary movement effect, record the game’s intended feel and choose whether the change belongs to everyone or one player. Apply Platformer Feel uses presets including Balanced, Snappy, Floaty, Heavy, Wall-runner, Skater, Gunner, Dasher, Aeronaut, and Brawler. Use Set Platformer Dial when only one setting should change, and inspect that dial in Hero > All dials with advanced details visible.
Troubleshooting
| Symptom | Check |
|---|---|
| An Action is absent | Confirm platformer settings or an Object with a platformer role exist, enable Advanced Mode, and inspect 2D Platformer. |
| The wrong player changes | Check Player; 0 means the game only for the tuning Actions. |
| The hero keeps moving after a cutscene | Send Held off for every machine button the cutscene pressed, including its cancellation path. |
| A gate doesn’t react | Check the rule record’s Name, type, and gate condition. |
| Defeat Platformer Foe has no effect | Target the live placed platformer foe rather than an unrelated Object. |
| A dial changes size or speed unexpectedly | Check its unit, Tile size (m), and whether the value applies to one player or the game. |
These custom Logic operations can make a room’s route depend on work the automated walker doesn’t execute. Keep a manual playtest for the resulting mechanic.
Myth Engine Documentation
