Big Puzzle SDK GitHub

Components

Most components come as prefabs: drag them in from the SDK folder. A few are added from the Add Component menu; those are grouped together in Add Component Scripts.

You can create some very complex puzzles without any C# scripting. Press In Order is a very useful one.

Contents


Essential Items

Puzzle SDK

PuzzleSDK

The puzzle's main component, one on the root object. The puzzle spawns in-game exactly where this object sits in your scene (position and rotation), and it tells you when the puzzle starts, stops and is won.

Field What it does
Debug Teleport Ctrl+F1 teleports you here when the puzzle is in your BigPuzzleSDK test folder.
Puzzle Type Puzzle: rewards a gourd (needs one Gourd Vice or one Box to hold the gourd, and one Pillow). Tower: a gourd tower (needs 10+ Gourd Plinths). None: anything else.
Event Fires when
On Puzzle Start A Start Switch was flipped on.
On Puzzle Stop The puzzle stopped. Also fires once when it spawns: set the starting look here.
On Win Win() was called.
Value What it is
IsWon (bool) Win() has been called.
IsRunning (bool) A Start Switch is on.
PuzzleSDK.IsHost (bool) True on the host and in single player. Functions that change the puzzle only work there.
Function What it does
Win() Host only. Fires every Confetti and releases every Gourd Vice, then On Win.

Gourd Vice

PuzzleGourdVice

Gourd Vice
Image goes here: docs/images/components/gourd-vice.png

The game's gourd vice. PuzzleSDK.Win() releases it. Every Puzzle needs either a Gourd Vice or a Box to hold its gourd, not both.

Box

PuzzleBox

Box
Image goes here: docs/images/components/box.png

The game's glass box with a lid. Starts closed.

In a Puzzle with no Gourd Vice, the box holds the puzzle's gourd, and the box's glass and lid stop players reaching it until the box is open. Picking the gourd up completes the puzzle: there is no win event. The gourd is saved as held, in the tower, or lost, and is never put back in the box once someone has held it. A puzzle needs either a Gourd Vice or a Box; if it has both, only the vice's gourd is used.

Value What it is
IsOpen (bool) The lid is open.
Function What it does
Open() Host only. Stays open until Close().
HoldToOpen() Host only. For a Hold Button's On Pressed: open while held.
Close() Host only.

Start Switch

PuzzleStartSwitch

Start Switch
Image goes here: docs/images/components/start-switch.png

The game's start knob. On fires Puzzle SDK's On Puzzle Start, off fires On Puzzle Stop.

Live Signal

PuzzleLiveSignal

Live Signal
Image goes here: docs/images/components/live-signal.png

The game's "live" lamp. Lights by itself while the puzzle is running.

Confetti

PuzzleConfetti

Confetti
Image goes here: docs/images/components/confetti.png

The game's confetti cannon. PuzzleSDK.Win() fires it.

Door

PuzzleDoor

Door
Image goes here: docs/images/components/door.png

The game's double door.

Field What it does
Mode Open When Puzzle Active: open while the puzzle is on, closed while it's off. Close When Puzzle Active (default): closed while the puzzle is on, open while it's off. Control With Functions Only: starts closed and only Open() / Close() move it. Open() and Close() still work in every mode.
Soundproof Blocks voices while closed.
Function What it does
Open() / Close() Host only.

Pillow

PuzzlePillow

Pillow
Image goes here: docs/images/components/pillow.png

The game's gourd valet pillow. Hidden in-game. It appears, with the gourd on it, only if players won this puzzle but lost the gourd last time (it wasn't held or in the tower).


Add Component Scripts

These aren't prefabs. Add them to your own objects with Add Component → Big Puzzle SDK.

Custom Item

PuzzleItem

Custom Item
Image goes here: docs/images/components/custom-item.png

Your own model as an item players can pick up, carry and throw. Put it on an object with a mesh (or meshes under it). The game fits one box collider around all the meshes; colliders on the model are not used.

Field What it does
Pivot Optional empty object marking where the item is held and spun when thrown, and which way it points. A yellow cross shows it in the Scene view. Empty = this object's origin.
Mass 1 is about a cowbell.
Sounds Grab, release and bump sounds copied from a game item: Peg, Cowbell, Buoy, Football, Cannonball, Torch, FoldingChair, WalkieTalkie, Binoculars, Kettle, NightVisionGoggles, LaserPointer, Clock, Pomodoro, Sign, FlareGun, Blindfold, Megaphone, SalonBrush, Laptop, FoldingMap, CoordinatesTracker, GourdHolder, GourdCradle, Key, PermoSign.
Can Belt / Can Backpack Players can put it on their belt / in their backpack.
Saves On Reload Saved like gourds. If held (hand, belt or backpack) when the game saves or the host reloads (Ctrl+F2) it returns at the spawn area and stays saved as held while it lies there. Once put down elsewhere it only saves while held. Its position is never saved.
Event Fires when
On Picked Up Picked up or put in a backpack (host fires it).
On Dropped Let go of.
Value What it is
IsHeld (bool) Held (hand, belt or backpack).

Seat

PuzzleSeat

Seat
Image goes here: docs/images/components/seat.png

A seat players click to sit in (Jump to stand). Put it where the player's bottom goes. Your model stays as it is; the editor only draws the click box.

Field What it does
Pose The game's seats: MidcenturyChair, FoldingChair, WoodenChair, ListeningChair, CouchLeft, CouchMiddle, CouchRight, BenchA, BenchB, BenchC, Stump, CarouselPony, ChairliftLeft, ChairliftRight, TrainSeatA to TrainSeatE.
Seat Offset Where the bottom goes, from this object (green ball).
Seat Turn Facing, degrees around up (green arrow).
Click Center / Click Size The box players aim at (blue).
Event Fires when
On Sit A player sat (host fires it).
On Stand The player got up.
Value What it is
IsOccupied (bool) A player is sitting in it.

Press In Order

PuzzlePressInOrder

Lights a random pair (a Light and its button) and waits for players to press that button. Each right press fills the Progress Bars by one and lights the next pair (it can repeat). A wrong button turns the lights off and fires On Fail.

Field What it does
Pairs Rows of a Light and a Hold Button, Poke Button or Presence Sensor.
Progress Bars All go up together on a right press.
Rounds Right presses to win. Begin() sets every bar's Total to this.
Hold At End Timed mode (below).
Phase Seconds Timed mode: how long each pair stays lit. Default 5.
Phase Bars Timed mode: bars that start full and drain through the phase. Use separate bars from Progress Bars.
Event Fires when
On Begin Begin() was called.
On Fail A wrong button was pressed, or the wrong buttons were held at the end of a phase. Every Progress Bar and Phase Bar gets Fail().
On End However it ended: win, End(), or after On Fail.
Value What it is
IsRunning (bool) A round is in progress.
Function What it does
Begin() Host only. Sets bar Totals, empties them, fires On Begin, lights a pair.
End() Host only. Stops, calls Fail() on every bar, fires On End.

Hold At End: pressing does nothing during a phase. When the time is up the lit pair's button must be held and no other, or it fails. Use Hold Buttons or Presence Sensors; a Poke Button can't be held.

Hider

PuzzleHider

Keeps this object and everything under it only in the ticked lobby sizes. In other sizes it is switched off and SDK components under it aren't built. Use it for 2-, 3- and 4-player versions of a room.

Field What it does
Show 2 / Show 3 / Show 4 Show in 2-, 3- and 4-player lobbies (4 includes larger).

Presence Sensor

PuzzlePresenceSensor

A button players press by standing in it. Add a Box (or other) Collider, at least 2 m tall and starting at the floor. It becomes an invisible trigger in-game. Works wherever a button does, including Press In Order.

Field What it does
Required Players Players needed inside at once. Default 1.
Event Fires when
On Pressed Enough players are inside.
On Released Too few are left inside.
On Player Entered A player steps in.
On Player Left A player steps out.
Value What it is
PlayerCount (int) Players inside now.

Soundproof

PuzzleSoundProof

Makes the colliders on this object and its children block voices, like the game's soundproof rooms. Put it on one wall or on the parent of a room. The host decides; everyone follows, late joiners included.

Field What it does
Material Wood or Glass. Both block voices.
Value What it is
IsBlocking (bool) Blocks voices and players. Starts true: call Open() from On Puzzle Stop to start open.
Function What it does
Open() Host only. Colliders off: walk and talk through.
Close() Host only. Blocks again.

Radio Dead Zone

PuzzleRadioDeadZone

Walkie-talkies and megaphones inside the collider(s) here can't send or receive. Add a Box (or other) Collider; it becomes an invisible trigger and any renderer is hidden.

Reverb Zone

PuzzleReverbZone

Sets a room's echo by hand while a player's ears are inside the collider(s) here (invisible triggers in-game). Anything not overridden is still measured by the game, which only "sees" its own world layers, including walls with Soundproof on them. Ordinary puzzle walls don't count.

Field What it does
Override Room Size / Room Size 0 = tiny room, 1 = huge hall.
Override Outdoorness / Outdoorness 0 = enclosed, 1 = open air (no echo).
Override Reverb Time / Reverb Time 0 = no tail, 1 = very long.
Override Diffusion / Diffusion 0 = distinct echoes, 1 = smooth wash.

Buttons and Switches

Hold Button

PuzzleButton

Hold Button
Image goes here: docs/images/components/hold-button.png

The game's hold button. On Pressed when pushed in, On Released when let go. Wire On Pressed to HoldToOpen() on a Box or Gourd Plinth for "open while held".

Event Fires when
On Pressed Pushed in.
On Released Let go.

N-Hold Button

PuzzleButtonNHold

N-Hold Button
Image goes here: docs/images/components/n-hold-button.png

The game's N-hold button (Black Tower). Every button with the same Group must be held at once. The case shows 2, 3 or 4 dots for the group size and a dot lights per held button. Every button in the group fires its events, so wire them on only one.

Field What it does
Group Buttons in this puzzle with the same group are held together.
Event Fires when
On All Held Every button in the group is held.
On All Released They were all held, and one was let go.
Value What it is
IsHeld (bool) This button is held.
AllHeld (bool) The whole group is held.
GroupSize (int) Switched-on buttons in the group.

Poke Button

PuzzlePokeButton

Poke Button
Image goes here: docs/images/components/poke-button.png

The game's one-click button. After a press it stays off until re-armed.

Field What it does
Auto Enable Seconds 0 = stays off after a press, otherwise it re-arms after this long.
Event Fires when
On Pressed Poked.
Value What it is
IsClickable (bool) Can be poked. Always starts true: call SetClickable(false) from On Puzzle Stop to start it off.
Function What it does
SetClickable(bool value) Host only. true also re-arms a button just pressed.

Sim Press Switch

PuzzleSimPressSwitch

Sim Press Switch
Image goes here: docs/images/components/sim-press-switch.png

The game's "press together" lever. Pressed, it goes yellow, then red, then off. If every switch in the Group is yellow at once, all go green and fire On Success.

Field What it does
Active Seconds Yellow: the window for the others to be pressed.
Timeout Seconds Red (or green after success): time before it can be pressed again.
Group Switches in this puzzle with the same group are linked.
Event Fires when
On Success Every switch in the group was pressed in time.

Switch

PuzzleSwitch

Switch
Image goes here: docs/images/components/switch.png

The game's light switch.

Always starts off. Its position is saved with the game, so after the lobby restarts it comes back as it was (and the matching event fires).

Event Fires when
On Turned On / On Turned Off Flipped on / off.
Value What it is
IsOn (bool) Flipped on.

Pegs

Circle Peg

PuzzleCirclePeg

Circle Peg
Image goes here: docs/images/components/circle-peg.png

The game's round peg (Egg Hunt), a grabbable prop for the circle peg board.

Field What it does
Color White = the game's own (red).

Circle Peg Board

PuzzleCirclePegBoard

Circle Peg Board
Image goes here: docs/images/components/circle-peg-board.png

The game's round peg board (Egg Hunt).

Event Fires when
On Full Every slot has a peg.
On Not Full A peg was taken off a full board.
Value What it is
SlotCount / FilledCount (int) Slots, and slots with a peg.
IsFull (bool) Every slot has a peg.

Display

PuzzleDisplay

Display
Image goes here: docs/images/components/display.png

The game's split-flap image display. Every time the puzzle starts each of its flaps takes a different Peg Tile from the puzzle and shows that tile's picture (any image set). Every tile counts the same, so with ten triangles and one circle it will most likely show a triangle, and a picture only repeats if the puzzle really has more than one tile of it. If the puzzle has fewer tiles than flaps, the extra flaps stay blank (the editor warns about this when the puzzle has a Peg Board). It is blank before the first start and goes blank again when the puzzle stops (a puzzle with no Start Switch picks once at spawn). A Peg Board can use it as its answer.

Field What it does
Size How many flaps the frame has: 1, 2, 3 or 5 (the game's frames). Defaults to 1. Each flap shows its own picture, numbered from the left (flap 1 is the far left), and each takes its own tile from the puzzle. A Peg Board picks which flap each of its slots follows. For a 4-flap display, combine a 2 and a 2 (or however you like). Ignored when Copy Display is set: a copy always takes the size of the display it follows, so it can copy every flap.
Copy Display Optional. Always shows whatever the other display shows, flap for flap, with the same flip. It takes no tile of its own, so it doesn't count towards the number of tiles needed. A loop of copies stays blank.
Value What it is
Image (int) Image shown on flap 1 (0 = blank).
GetImage(int flap) Image shown on a flap (1 is the far left; 0 = blank).
ImageSet (PuzzleImageSet) The set shown.

Peg Board

PuzzlePegBoard

Peg Board
Image goes here: docs/images/components/peg-board.png

The game's peg board, 1 to 6 slots or 12 (two rows of six). Checks hung tiles against the answer, set per slot with Answer From.

Field What it does
Size Slots. 12 = two rows of six.
Start Marker Marker at the first slot's end. Looks only.
Answer From One dropdown per slot listing the Displays and Sound Peg Answers in the puzzle. For a Display with more than one flap, pick the flap too (flap 1 is the far left). If the puzzle has only one Peg Board and only one Display with as many flaps as the board has slots, this fills itself in (slot 1 follows flap 1, and so on). The answer follows them. A slot left on None can never be correct.
Validator Optional. Left empty, the puzzle's only Validator is used. Kept up to date for you: correct = SetCorrect(true) + TurnOn(), wrong = SetCorrect(false) + TurnOn(), pegs missing = SetCorrect(false) + TurnOff().
Event Fires when
On Correct A peg changed and the board matches.
On Incorrect A peg changed; full but wrong.
On Missing Pegs A peg changed; slots still empty.
Value What it is
SlotCount (int) Slots on the board.
IsCorrect (bool) Matches the answer now.
Function What it does
GetSlot(int slot) → PegSlot What is in a slot (0 is the first).

PegSlot fields: Type (Empty, Image, Sound), ImageSet and Image (Image only; -1 if unknown), Sound (Sound only).

PegSlot s = board.GetSlot(2);
if (s.Type == PuzzlePegType.Sound) Debug.Log("sound " + s.Sound);

Peg Tile

PuzzlePegTile

Peg Tile
Image goes here: docs/images/components/peg-tile.png

A game peg tile showing one picture. Players carry it and hang it on a Peg Board.

Field What it does
Image Set Shapes, Peg, Emotes, Scribbles, Custom.
Image Picture number in the set.
Custom Sheet For Custom: one square texture, 4 x 4 grid, top-left cell blank, then images 1 to 8.
Invisible Ink View Only shows through a telescope with Invisible Ink View on; otherwise blank.
Value What it is
ImageSet (PuzzlePegSet) / Image (int) The set and picture number.

Sound Peg

PuzzleSoundPeg

Sound Peg
Image goes here: docs/images/components/sound-peg.png

The game's speaker peg tile: a grabbable tile that plays a tune.

Field What it does
Sound One of nine tracks, looping in sync: Sound1 to Sound9.
Custom Clip Plays instead of the track. Won't stay in step with the tracks.
Value What it is
Sound (PuzzleSoundTrack) The track it plays.

Sound Peg Answer

PuzzleSoundPegAnswer

Sound Peg Answer
Image goes here: docs/images/components/sound-peg-answer.png

The game's fixed speaker that plays the tune to match. Every time the puzzle starts it plays the sound of a different Sound Peg from the puzzle (a sound only repeats if the puzzle has more than one peg with it), and it is silent while the puzzle is off. With fewer Sound Pegs than speakers, the extra speakers stay silent (the editor warns about this when the puzzle has a Peg Board). A Peg Board can use it as its answer. It has no fields.

Value What it is
CurrentSound (string) What it plays: sound_1 to sound_9, or sound_ and a custom name; empty while silent.

Telescope

PuzzleTelescope

Telescope
Image goes here: docs/images/components/telescope.png

The game's fixed telescope.

Field What it does
Invisible Ink View On: the Invisible Ink challenge's filter, which shows peg tiles that have Invisible Ink View on. Off (the default): a plain telescope.

Feedback

Count Input

PuzzleCountInput

Count Input
Image goes here: docs/images/components/count-input.png

The game's counter with + and - buttons (Perspective Counting), 0 to 99. Point a Count Validator's Input at it, or use On Value Changed.

Event Fires when
On Value Changed The number changed (button or SetValue).
Value What it is
Value (int) The number.
Function What it does
SetValue(int value) Host only. Kept between 0 and 99.

Count Validator

PuzzleCountValidator

Count Validator
Image goes here: docs/images/components/count-validator.png

The game's counter validator (Perspective Counting). Shows 00 until Check(), then its dials count up to the answer a script sets with SetAnswer (never right until it is set) and it shows a tick or cross. Changing the counter afterwards resets it to 00.

Field What it does
Input The counter it checks. Left empty, the puzzle's only Count Input is used.
Poke Button Optional. Pressing it calls Check(); it turns on and off with the screen and re-arms after each result (Auto Enable Seconds is locked at 0).
Event Fires when
On Incorrect Check() found a wrong number. (The right number wins the puzzle: PuzzleSDK.Win().)
Value What it is
Answer (int) The number Check() wants; -1 until SetAnswer is called.
IsCorrect (bool) The Input matched at the last check.
IsChecking (bool) Dials counting, result not shown yet.
IsOn (bool) The screen is on.
Function What it does
Check() Host only.
SetAnswer(int value) Host only. Sets the answer (0 to 99); back to 00 (an off screen stays off).
TurnOn() / TurnOff() Host only. Check() does nothing while off. The screen is always off while the puzzle is switched off; these are remembered and applied when it starts.

Light

PuzzleLight

Light
Image goes here: docs/images/components/light.png

A game lamp (Conductor is the small panel light). Starts off: call TurnOn() from On Puzzle Stop to start it on. With it selected in Unity, the Scene view draws its Range and Spot Angle (spotlights show the beam stopping at the first collider). It's only a guide.

Field What it does
Type TableRed, Pendant, Spotlight_Black, Spotlight_Red, Tube, Circle, Ring, Conductor.
Color White keeps the lamp's own colour.
Range Metres. 0 = the lamp's own (the mod log lists them).
Intensity Brightness while on. 0 = the lamp's own.
Spot Angle Cone width in degrees, spotlights only. 0 = the lamp's own.
Value What it is
CurrentColor (Color) The lamp's colour.
IsOn (bool) The lamp is on.
IsParty (bool) Party mode is running.
Function What it does
TurnOn() / TurnOff() Host only.
SetColor(string hex) "#FF0000", "FF0000", "#F00" or a name like "red".
StartParty() Host only. Blends through random bright colours, each held 1.5 to 6 s, never fully dark, with a gentle pulse. For Spotlight_Black.
StopParty() Host only. Fades back to white over a second; the lamp stays on. TurnOn(), TurnOff() and SetColor() also end it.

Progress Bar

PuzzleProgressBar

Progress Bar
Image goes here: docs/images/components/progress-bar.png

The game's dot-matrix progress bar. Can be scaled. Its look is automatic: a flash on Increment(), victory when full, failure after Fail().

Field What it does
Style Straight or Spiral (Memory Bombs).
Total Progress at which it is full.
Event Fires when
On Full The bar became full.
Value What it is
Total (int) Progress at which it is full.
Progress (int) Current progress. Starts at 0.
IsFull (bool) The bar is full.
Function What it does
SetTotal(int value) Host only. Progress above it is cut down.
Increment() Host only. +1, nothing once full.
Fail() Host only. Failure look for a second, then empties.
Reset() Host only. Empty, normal look.

Timer

PuzzleTimer

Timer
Image goes here: docs/images/components/timer.png

The game's countdown clock. Can be scaled.

Field What it does
Duration Seconds it counts down from.
Progress Bars Optional. These bars drain from full to empty as the time runs out.
Event Fires when
On Finished It reached 0:00.
Value What it is
Duration (float) Seconds it counts down from.
TimeLeft (float) Seconds left.
IsRunning (bool) Counting down.
Function What it does
StartTimer() Host only. Starts from the full duration, or continues if paused.
PauseTimer() Host only.
ResetTimer() Host only. Stops and shows 00:00.
SetDuration(float seconds) Host only. Used from the next start after a reset or finish.

Validator

PuzzleValidator

Validator
Image goes here: docs/images/components/validator.png

The game's check / cross screen. Set the answer with SetCorrect, then Check() plays a 5-second animation and shows the result. It is always off while the puzzle is switched off; TurnOn() / TurnOff() are remembered and applied when the puzzle starts.

Field What it does
Poke Button Optional. Pressing it calls Check(); it turns on and off with the screen and re-arms after each result (Auto Enable Seconds is locked at 0).
Event Fires when
On Incorrect After Check(): the answer was wrong. (Right wins the puzzle: PuzzleSDK.Win().)
Value What it is
IsCorrect (bool) The answer last set.
IsOn (bool) The screen is on.
Function What it does
SetCorrect(bool value) Host only. Nothing shows until Check().
Check() Host only. Does nothing while off.
TurnOn() Host only. Blank, ready to check. While the puzzle is off it is only remembered and shows when the puzzle starts.
TurnOff() Host only. Cancels a check in progress.

Tower

Gourd Plinth

PuzzleGourdPlinth

Gourd Plinth
Image goes here: docs/images/components/gourd-plinth.png

One slot of the gourd tower. Open its flap and players can place a gourd (it can't be taken back). Starts closed.

Event Fires when
On Gourd Placed A gourd was placed.
Value What it is
IsOpen (bool) The flap is open.
HasGourd (bool) A gourd is in the slot.
Function What it does
Open() Host only. Stays open until Close().
HoldToOpen() Host only. For a Hold Button's On Pressed: open while held.
Close() Host only.

Tower Button

TowerButton

For a modded gourd tower. Goes next to the Hold Button players hold. While held, the first plinth without a gourd is open. In-game only as many plinths stay as there are modded puzzles loaded.

Field What it does
Plinths The plinths in the order they fill, bottom first.
Value What it is
SlotCount (int) Plinths in use.
FilledCount (int) Plinths with a gourd.
IsFull (bool) Every plinth in use has a gourd.

Other

Firework Launcher

PuzzleFireworkLauncher

Firework Launcher
Image goes here: docs/images/components/firework-launcher.png

The game's flare launcher (Flare Run), without its button.

Warning: It spawns the wrong particles.

Field What it does
Color Flare's sparks and light. White = the game's own.
Function What it does
Fire() Host only. Ignored while cooling down.

Glass

PuzzleGlass

Glass
Image goes here: docs/images/components/glass.png

Turns this object's mesh into the game's puzzle glass: any mesh, any size (a scaled cube makes a pane). In-game it gets the game's glass material and muffles or blocks voices. Also works on a parent for all meshes under it. The editor shows a preview.

Field What it does
Style Window, Rippled (gourd boxes), Clear.
Sound Muffles, Thick (more muffled), Soundproof (blocks voices).
Wire Adds the black wire mesh of the soundproof windows.

Intercom

PuzzleIntercom

Intercom
Image goes here: docs/images/components/intercom.png

The game's wall microphone. Players hold it to talk to intercom speakers.

Warning: This doesn't work yet.

Intercom Speaker

PuzzleIntercomSpeaker

Intercom Speaker
Image goes here: docs/images/components/intercom-speaker.png

The game's wall speaker that plays what is said into an intercom.

Warning: This doesn't work yet.

No Items Gate

PuzzleNoItemsGate

No Items Gate
Image goes here: docs/images/components/no-items-gate.png

The game's turnstile: players pass one at a time.

Field What it does
One Way On: front to back only (red plaques). Off: both ways (green).
Blind Mask Off: the plain turnstile. On: the blindfold catwalk's.

Timer Goal

PuzzleTimerGoal

Timer Goal
Image goes here: docs/images/components/timer-goal.png

The game's holder for a timer ball (Obby).

Event Fires when
On Timer Placed A timer ball went in.

Timer Spawner

PuzzleTimerSpawner

Timer Spawner
Image goes here: docs/images/components/timer-spawner.png

The game's timer ball dispenser (Obby). Picking up the ball starts its countdown; at zero it returns to the dispenser.

Field What it does
Time Seconds the ball lasts, also the wait for a new one. The game's is 10.

Vanilla Item

PuzzleVanillaItem

Vanilla Item
Image goes here: docs/images/components/vanilla-item.png

One of the game's own items, copied as it is.

Warning: The Flare Gun spawns the wrong particles.

Field What it does
Item Type Blindfold, FoldingChair, Torch, FmRadio, WalkieTalkie, Binoculars, XrayGoggles, Clock, Laser, Megaphone, Kettle, CannonBall, PermoSign, SpareSign, GourdHolder, Belt, Backpack, Gps, FoldingMap, Compass, FlareGun, CowbellBig, CowbellMedium, CowbellSmall, Paintbrush, Football, Buoy (the buoy light), BuoyRed.
Include Base Buoy and Buoy Red only. Ticked (the default): the buoy comes on its pedestal. Unticked: just the buoy, a loose item where this object is. The buoy's light on/off state is saved with the game.
Default Text Signs only. Spare Sign: text until a player writes (saved with the game). Permo Sign: fixed text.
Item Color Kettle, Walkie Talkie, Backpack, Belt, Flare Gun. White keeps the game's colour.
Flare Color Flare Gun only. White keeps the game's colour.
Saves On Reload Saved like gourds (see Custom Item).