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Platformer Parts in a 2D Scene

Give an ordinary 2D Object a Platformer Part when it should act as a player, ground, foe, pickup, or door. A 2D Scene containing a player Body can run as a platformer room. You can author these parts without first creating a game in the Platformer editor.

Prerequisites

Prepare an ordinary 2D Scene named Main, a visible Object named Hero, and a wide floor Object named Ground. Place both in Main and select Main as the start Scene. Save a checkpoint before changing motion or collision ownership.

Use the same scene Grid for rooms that will participate in one machine. For the initial check, set Grid to 1 metre. World placement uses metres and positive Y upward; machine forms can use tile coordinates with Down increasing downward.

Make a Body and a Surface

  1. Open Hero in the Object Editor and find Platformer Part in Properties.
  2. Set Part to Body: a player the platformer moves.
  3. Leave Feel at The game’s feel and Steered by at Keys, pad and touch for the first movement check.
  4. Open Ground. In Platformer Part, select Surface: ground of a kind and keep Kind at Solid ground.
  5. Inspect Ground’s Collider. The ground Surface sets it enabled, Fixed, and solid. Check its dimensions against the visible floor.
  6. Return to Main, place Hero above Ground with landing space, and start a fresh run.
  7. Test standing, running, jumping, and landing. Save, reopen, and repeat the check.

Expected result: the machine moves Hero, and Ground provides contact. The Hero’s ordinary Collider is turned off while the machine owns that Body. Confirm the role and runtime behavior before changing unrelated gravity or ordinary velocity Logic.

Choose a Part

Part Use
Body A player moved by the machine. Feel can override the game’s movement preset for that player.
Surface Solid ground, ice, conveyor belt, one-way ground, or a machine surface role such as a spring or moving platform.
Actor A foe, mount, boss, item, or carry block. Kind chooses its role.
Thing A coin, key, heart, checkpoint, goal, or door. Kind chooses its role.
None Removes this Object’s platformer part assignment. Check its Collider before returning it to ordinary physics.

For a conveyor Surface, Belt speed (tiles/s) uses machine tiles per second; positive speed carries right. Convert with the machine’s tile length before comparing it with an ordinary world velocity in metres per second.

For an Actor or Thing, choose Kind on the definition, then select a placement in the Scene to configure that occurrence. Give doors and pickups distinct names before connecting destinations or rules. Rooms and doors covers those forms.

Separate Definitions and Placements

Part, its default Kind, the reusable Sprite, and shared Logic belong to the Object definition. Changing them can affect every placement using that Object. Select an occurrence in the Scene to edit supported part settings for that placement.

Platformer Mode is available when the Scene contains role Objects. In a Scene of parts, its selected-part form works without a dedicated platformer room record. Use Scene Explorer to select overlapping parts and inspect their names.

For a larger connected game, open the Platformer editor. It supplies game settings, room management, art assignment, rules, and tests. Inspect its chosen start Scene before running the complete game.

Match the Scene Grid to Tile Size

In a parts-only project, the first participating Scene supplies the machine’s tile size. Other parts Scenes must use that Grid. In a configured Platformer game, its Tile size (m) supplies the size they must match.

A parts Scene on another Grid is reported as left out. Its parts won’t appear in the machine’s exported room set. Read the named Scene and both sizes, set that Scene’s Grid to the requested value, and inspect placements before testing again.

For example, if Meadow sets a 1 metre tile and Cellar uses Grid 0.5, Cellar needs Grid 1 to participate in the same machine. Save, run Cellar directly, and test travel to it from Meadow. Confirm both Scenes in the exported game as well.

The viewport’s Grid Mode and snapping display aren’t substitutes for the Scene’s stored Grid. Inspect the Scene property identified by the warning.

Use Logic or Remove a Part

For a Body steered only by Logic, choose Logic only (Press Platformer Button). Use paired press and release commands, including cancellation paths. The Platformer Logic guide explains the twelve machine Actions and Advanced Mode.

When returning an Object to ordinary physics, set Part to None and inspect its Collider. If the machine previously turned it off, the panel offers Turn the Collider back on. Check Fixed, Trigger, dimensions, and movement Logic after enabling it.

Troubleshooting

Symptom Check
Hero remains an ordinary physics Object Check its Body assignment and that its placement belongs to the running 2D Scene.
A role Object has an off Collider The machine owns its contact and movement; test that role before enabling an additional ordinary Collider.
Ground doesn’t support the Body Check Surface Kind, enabled Fixed Collider, dimensions, and placement.
A Scene is missing from the machine export Read the left-out warning and match its Grid to the machine’s tile size.
A former part no longer collides After Part None, use Turn the Collider back on and inspect its physics settings.
Body ignores the keyboard Check Steered by and the chosen input setup; Logic only requires machine button commands.
The panel stays on Loading the platformer Inspect its failure message; Try again retries the load.

Run a manual playtest for routes relying on custom Logic or ordinary Fixed colliders. Automated room proofs have a narrower view of those features.

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