hyperPad Documentation | Help and Tutorials
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Everything You Need to Create Games

Comprehensive guides, tutorials, and references to help you master every aspect of hyperPad game development.

Getting Started

hyperPad App

Object

Behaviors

Active State

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The Active State behavior will trigger an event once immediately when your object enters an active or idle state. An active state implies an object is moving, r…

Became Idle

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The Became Idle behavior will trigger an event once immediately when your object enters an inactive state. An inactive state implies an object is idle and no lo…

Collision Event

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Learn how Collision Event works with scene objects and live rigged characters.

Create Collision

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Learn how Create Collision works with scene objects and live rigged characters.

Destroy Object

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The Destroy Object behavior will remove the selected object from your scene immediately when the behavior is executed. Once your object is destroyed, it no long…

Disable Object

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The Disable Object behavior will turn off collisions and behaviors on that object, and any behavior referencing that object. When an object is disabled, it esse…

Draw

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When executed, the Draw behavior will draw to the selected render texture. Note that the coordinates 0,0 represent the bottom left corner of the render texture.…

Enable Object

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The Enable Object behavior will turn on collisions and behaviors on an object that has been disabled via the Disable Object behavior. Once your object is enable…

Generate Smart Shape

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Create Smart Shapes during play and manage finite or endless courses.

Get Attribute

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The Get Attribute behavior will retrieve an attribute from a selected object. You can then output this to use with other behaviors. Attributes can be set from t…

Get Noise Value

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The Get Noise Value behavior reads a value at a specific position from a noise map. For more information on noise maps and how to use them, refer to the Noise M…

Get Object

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Learn how Get Object works with scene objects and live rigged characters.

Get Objects By Tag

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Learn how Get Objects By Tag works with scene objects and live rigged characters.

Get Pixel

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The Get Pixel behavior gets the HEX color of a specific pixel of the canvas from a Render Texture behavior. Attempting to read a pixel out of bounds will return…

Hit by Bullet

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Respond to bullet hits and choose sprite or live rig hit-reaction animations.

HitPoint Test

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The HitPoint Test behavior places an imaginary invisible point on the scene and test if any objects intersect with that point. This only tests for non-scenery o…

Ignore Bullets

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The Ignore Bullets behavior will cause your object to ignore all bullets from a specified Shoot behavior, making bullets of that shoot pass through your object…

Ignore Object's Bullets

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The Ignore Object's Bullet behavior is an action behavior. When executed, it will cause your object to ignore all bullets from a specified object. This makes al…

Jump

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Learn how Jump works with scene objects and live rigged characters.

Modify Smart Shape

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Resize, reshape, replace artwork, and read positions on an endless road.

Modify Tags

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The Modify Tags behavior manages tags on a specified object or a group of objects. Object A This is the object you want to modify the tags of. Add Tag Add a tag…

Mouse Event

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The Mouse Event behavior listens to events from an external hardware mouse or trackpad and triggers behaviors once an event has been received. ⚠️ Warning : This…

Movable Platform

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The Movable Platform behavior will cause any object to become a platform to move in a specified direction. The platform has special characteristics that will ca…

Noise Map

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The Noise Map behavior creates and manipulates noise maps. The action is done upon execution, which works similarly to the Render Texture behavior. A noise map…

Passable Platform

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The Passable Platform behavior is an action behavior. When executed, it will cause your selected object platform to allow any physics object to pass through the…

Patrol

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Learn how Patrol works with scene objects and live rigged characters.

Raycast Test

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The Raycast Test behavior shoots an imaginary invisible ray from a starting point origin to a destination point and check if any objects intersect in that ray.…

Render Texture

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The Render Texture behavior creates a blank canvas that is used to draw on with the Draw behavior. You can also apply an effect on the render texture that will…

Set Attribute

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The Set Attribute behavior will allow you to set or change value of an attribute for a selected object. You can Attributes can be created from the Object Proper…

Shoot

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Learn how Shoot works with scene objects and live rigged characters.

Spawn on Area

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The Spawn on Area behavior will generate a duplicated version of your specified object within a selected area. The spawned child object will be a replica of the…

Spawn on Object

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The Spawn on Object behavior will generate a duplicated version of your specified object on top, or near another specified object. The spawned child object will…

Stopped Colliding

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The Stopped Colliding behavior will trigger an event once your two specified objects are no longer collided with each other. When used with tags, you can check…

While Colliding

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The While Colliding behavior will trigger an event repeatedly while your object collides with another specified object. When used with tags, you can check if yo…

Scene

Behaviors

Ad Clicked

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The Ad Clicked behavior will trigger an event when a banner ad is clicked and triggered. This behavior does not have any other properties. It will trigger an ev…

Close Overlay

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The Close Overlay behavior will close the currently open overlay immediately. It will also un pause any overlay or scene behind it. Overlays are like scenes but…

Get Background

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When executed, this will return the HEX color value of the background and the image the background is using. This behavior does not have any other properties. R…

Get Music Settings

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The Get Music Settings behavior will get the settings and properties of the music playing in the scene. You can get the volume , duration and current time of th…

Load Next Scene

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The Load Next Scene behavior will switch to the next scene in the Scene List. All UI objects and mirrored object will also be visible in the next scene in their…

Load Overlay

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The Load Overlay behavior will display an overlay on top of your current running scene or overlay. By default, hyperPad includes 2 overlays, a Game Over and Pau…

Load Previous Scene

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The Load Previous Scene behavior will switch to the previous scene in the Scene List. All UI objects and mirrored object will also be visible in the next scene…

Load Scene

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The Load Scene behavior will switch to a specific scene from the Scene List . All UI objects and mirrored objects will also be visible in the next scene in thei…

Load Scene (Old)

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The Load Scene behavior will switch to a specific scene from the Scene List. All UI objects and mirrored object will also be visible in the next scene in their…

Pause Music

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The Pause Music behavior will pause the music that is currently playing in the scene. You can resume the music again by using the Play Music behavior and select…

Play Music

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The Play Music behavior will start playing a selected music file as soon as it is triggered. Note that you can only play one song at a time. If you have paused…

Preload Scene

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The Preload Scene behavior will load a scene into memory, but it does not immediately switch to it after loading. You can then use the Load Scene behavior to sw…

Quit Project

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Quits the project and returns to the Main Screen or the Editor. On exported projects, it starts the first scene instead. This behavior has no other properties.…

Restart Scene

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The Restart Scene behavior will restart the current scene from the beginning. All UI objects and mirrored object will also be reset to the state they were in wh…

Set Background

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Changes the displayed graphic or color of the current background. Set Background Image Set Background Color Graphic Select any graphic from the asset library. F…

Set Background Color

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Changes the color of your graphic on background. Transition The effect used for the transition if the duration is greater than 0. Colour The colour you want to…

Set Layer Visibility

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The Set Layer Visibility behavior will hide or show a selected layer when executed. This behavior will trigger an event immediately. Layer Select a layer you wi…

Set Music Settings

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The Set Music Settings behavior will set the settings and properties of the music playing in the scene over a duration. Transition Effect The effect used for th…

Set Time Scale

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The Set Time Scale behavior allows you to manipulate the projects time scale. Slow motion or speeding up effects can be created by adjusting the time scale. An…

Show Layer

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The Show Layer behavior will make a hidden layer visible again. This behavior will trigger an event immediately. Layer Select the layer you wish to make visible…

Stop Music

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The Stop Music behavior will stop the music that is currently playing in the scene. This behavior will trigger an event immediately. This behavior has no other…

Trigger Ad

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The Trigger Ad behavior will launch a full screen interstitial ad while your scene is running. The type of ad displayed may be modified from the Ad Networks das…

Unload Scene

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The Unload Scene behavior will remove a preloaded scene from memory. Use this behavior after preloading to lower the memory usage of your project and to reduce…

Logic

Behaviors

Add Values

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Add 2 values together and output their sum. This behavior has no other properties. Add Values Outputs the sum of two inputs. 2 added to 2 outputs 4. Divide Valu…

Bitwise Operation

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Outputs the result of performing a bitwise operation on the operand s . And Returns the result of performing a bitwise and operation on 2 operands, both operand…

Boolean

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Outputs the result of performing a boolean or comparison operation on the operand s . And Returns true if both operands are not blank. Or Returns true if at lea…

Calculate Direction

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Calculates the vector between 2 objects. The vector goes from Object A to Object B. Object A By default this is the current object selected. You can change this…

Calculate Distance

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Calculate the distance between 2 objects. Note : The distance between objects will increase as the camera zooms out. This is because they are visually farther a…

Clamp Value

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The Clamp Value behavior restricts a value between a specified minimum and maximum range. If the minimum value is larger than the maximum value, the minimum and…

Combine Text

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Combine two values and output it into a single text value. Value A First part of the combined text. Add Space Add a space between the first value and the second…

Divide Values

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Divide a number by another number. This will output the quotient of the 2 numbers entered. This behavior has no other properties. Divide Value Outputs the quoti…

Execute Sequence

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Execute a set of behaviors sequentially or randomly. Every single time this behavior is triggered, only one of its outputs is executed. If the sequence type is…

Get Array Count

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Get the number of values that are stored in the array. Array Type Behaviour: Perform the function on an Array behaviour. Value: Perform the function on a JSON f…

Get Bounding Box

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Gets an object's axis-aligned bounding box. An axis-aligned bounding box is a rectangle that contains the object. This behavior has no other properties. X This…

Get Time

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Get the real world time the moment this behavior is executed. Input Time Get the current time, or a custom specified time. Format How the time will be formatted…

If

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Execute a task once a specified condition is met. Create an Else If by dragging another IF and snapping it to the right if the first IF. Condition 1 Enter your…

Interpolate Value

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The Interpolate Value behavior returns a value between a start and end point using a specified easing tween. < Property Description Tween How to interpolate bet…

Is Intersecting

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A quick way to see if two shapes are intersecting. This behavior has no other properties. Is Intersecting Outputs if two shapes are intersecting or not. Interse…

Loop

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Loop through a range of numbers or a group of objects. Loop Style Select style of loop: choices are 'Repeat', 'For Each' and 'Conditional' Number of Times Repea…

Math Expression

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Calculate math expressions using placeholders and an array of values. Properties Triggers Immediately Expression A math expression. E.g 1 + 3. Use %d as a place…

Math Function

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Calculate the Sine, Cosine, Tangent, Arcsine, Arccosine, or Arctangent of a number. You can also calculate the absolute value, raise a number to an exponent, an…

Maximum

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Outputs the maximum of two inputs. This behavior has no other properties. Maximum Outputs the maximum of two inputs. Math Function Minimum Random Number Round N…

Minimum

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Outputs the minimum of the two inputs. This behavior has no other properties. Minimum Outputs the minimum of the two inputs. Math Function Maximum Random Number…

Modulus

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Divide a number by another number and get the remainder. This will output the remainder of the 2 numbers entered. This behavior has no other properties. Modulus…

Multiply Values

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Multiply a number by another number. This will output the product of the 2 numbers entered. This behavior has no other properties. Multiply Values Outputs the p…

Random Number

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Outputs a random number between the two inputs. If you enter a decimal number in any of the fields, it will output a number with a decimal, otherwise it will ou…

Round Number

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Turn any entered value into a whole number, or round it to a certain number of decimal places. Round Type Round: Will round to the specified number of decimal p…

Sort Array

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Sorts the data stored in an array based on specified properties. Array Type Behavior: Perform the function on an Array behavior. Value: Perform the function on…

Sort by Distance

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The Sort by Distance behavior outputs an array of object IDs that were sorted by distance. This is useful for tower defense games because it can be used to targ…

Square Root

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Find the Square Root of a positive value. If the value provided to this behaviour is negative, the result will always be zero. This behavior has no other proper…

Subtract Values

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Subtract a number from another number. This will output the difference of the 2 numbers entered. This behavior has no other properties. Subtract Values Outputs…

Text Length

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Calculate the number of characters in a text value. Text The input text to calculate the length of. Length Outputs a numerical value determined by the number of…

Text Operation

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Outputs the result of performing a text operation on the operand s . Matches Returns true if the first operand yields at least one match with the second operand…

Trim Text

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Trim text to output a single text value. Text The input text to be trimmed. Start The starting index for the trimmed text. Negative values count backwards from…

Tutorials

Uncategorized

Add controller support to your game

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Build controller inputs, map an existing touch game, and add keyboard alternatives, rebinding menus, device status, and multiplayer controller selection. Follow…

Build OrbitRun with Smart Shape | Part 1: Your first launch

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In this tutorial, you’ll build a hill-gliding game inspired by Tiny Wings. Press to dive down a hill, then release at the valley and ride your momentum into the…

Build OrbitRun with Smart Shape | Part 2: Control the flight

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Your ship is moving, but you can’t control it yet. Give it a stronger downward pull while you hold the screen, then ease that pull when you let go. Once the fli…

Build OrbitRun with Smart Shape | Part 3: World changes and replay

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Give your players somewhere to go. The purple hills will turn green, then red as the run continues. At 90 seconds, show their distance and a replay button. Save…

Build OrbitRun with Smart Shape | Part 4: Sound and finishing touches

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A short sound can make a good flight feel better. Add music and a trail, then give launches and world changes their own effects. You’ll also add a retry screen…

Build OrbitRun with Smart Shape | Part 5: Find the flow

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Try holding all the way up a hill. The ship loses speed when you want it to climb. In this part, you’ll make the difference between a good release and a late on…

Build OrbitRun with Smart Shape | Part 6: Battery pickups

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Put a battery where you want your player to fly: near the bottom of a valley. Collecting it adds 8 seconds to the clock. A good dive now buys more time, while t…

UI

Behaviors

Add to Health Bar

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The Add to Health Bar behavior will increase your health bar by adding a value to the current percentage. You can also use negative numbers to decrease the heal…

Add to Life Indicator

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The Add to Life Indicator behavior will increase the number of "lives" represented by your life indicator. You can also use negative numbers to decrease the ind…

Add to Score

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The Add to Score behavior will turn a label into a score counter. It will increase or decrease your counter and update the label to show the new value each time…

Alert

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The Alert behavior will bring up an alert view and allow the user to enter text. It will trigger an event once the user presses OK , and will output the text th…

Battery Status

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The Battery Status behavior outputs the information of the device's battery status. Output Field Description Battery Level The current charge level of the batte…

Count Down

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The Count Down behavior will turn a label into a count down timer. It will count down every second starting from a specified amount then trigger an event. This…

Device Identifier

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The Device Identifier behavior outputs pertinent information of the device such as software version and device type. Output Field Description System Name The na…

Edit Text Event

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Triggers behaviors when a specified keyboard event is called while editing a Lebel from an Edit Text Field behavior. Property Description Edit Text Field Behavi…

Edit Text Field

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The Edit Text Field behavior opens the keyboard to edit a label on the scene. This behavior triggers when the keyboard has been closed. You can dismiss the keyb…

Get Health Bar

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The Get Health Bar behavior will return the current percentage of the selected health bar UI object. This behavior will trigger an event immediately when execut…

Get Label

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The Get Label behavior will return any text from a label. This behavior will trigger an event immediately. Object A This is the label that you want to retrieve…

Get Life Indicator

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The Get Life Indicator behavior will return the current number of lives for the selected Life Indicator UI object. This behavior will trigger an event immediate…

Indicator Event

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The Indicator Event behavior triggers on a specific event for a health bar or life indicator. When triggered, the behavior outputs the object ID, the current in…

Set Health Bar

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The Set Health Bar behavior will set, add or subtract progress on the health bar by a specified value. This behavior will trigger an event immediately when exec…

Set Label

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The Set Label behavior will change the displayed text on a selected label. This behavior will trigger an event immediately when executed. Object A This is the l…

Set Life Indicator

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The Set Indicator behavior will set, add or subtract the number of displayed lives by a specified amount. This behavior will trigger an event immediately when e…

Text Bubble

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The Text Bubble behavior will show a text bubble on your object when executed. This behavior will trigger an event once the bubble has completed. Object A This…

Tutorials

hyperPad App

Adding Currency and a Virtual Shop to Your Game

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If your game’s players have beaten or are starting to get bored of your game, building a shop for unlockable items or characters is a great way to build replay…

Adding In-App Purchases To Your Project

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This guide will demonstrate how to add in-app purchases to your exported hyperPad project. Please check all the requirements below before proceeding. Requiremen…

Behavior Editor Rundown

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Creating an Interactive Book

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This is a tutorial to teach you how to make a basic interactive book using hyperPad. By following this tutorial you will understand the concepts needed to put t…

Grid-based Path Finding

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In this tutorial we will make a path finding simulation based on a 2-dimensional array grid. This will give us the basic idea in creating path finding activitie…

How to Create Artificial Intelligence for an Enemy Slime

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Note: A completed project file for this tutorial can be found at the end of this article. In this tutorial, we will create the artificial intelligence AI for a…

How to Create a Player-attached Weapon

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In this tutorial we will be creating a weapon that is attached to our character. We would learn also to set up a character that is able to jump and move freely…

How to Make Tappy Plane (Flappy Birds Clone)

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Hello and welcome to the tutorial for creating your own "Flappy Birds" style game in hyperPad. Our version is slightly different, so we're calling it Tappy Plan…

How to Make a Pong Game - hyperPong

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Note: A completed project file for this tutorial can be found at the end of this article. In this tutorial, we will create a Pong-like game from the ground up.…

Introduction to Saving

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Saving is a vital component of many interactive apps you create. Understanding how saving works will allow you to create a much better experience for your users…

Main Editor Rundown

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Saving, Loading, and High Scores

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Often times you want to create a game where it remembers certain details about the previous time it was played. What you want to save depends heavily on the gam…

Setting up a Multiplayer Game with Socket.io

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In this tutorial, we will be focusing on how to set up a server and connect your game to it so you can enable multiplayer functions for your project via Socket.…

Physics

Behaviors

Air Resistance

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The Air Resistance behavior will override the selected objects Air Resistance. Air resistance can cause an object to slowdown when there is no longer an externa…

Apply Force

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This behavior will apply a force to any point on a single object. This behavior will trigger an event immediately. Object A This is the object you want to apply…

Apply Torque

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The Apply Torque behavior will apply a twisting force to the center pivot point of the selected object. This behavior will trigger an event immediately. Object…

Detach Object

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The Detach Object behavior will detach the selected objects when they have been physically attached using one of the other "attach" behaviors. This behavior wil…

Get Gravity

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This behavior will get the current gravity acting on the scene or on a specific object. Once this behavior is triggered, you can then output the gravity to use…

Get Physics Properties

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Get the mass, bounciness, friction, air resistance, physics mode and passable state of an object. When using multiple objects, this will get the total mass and…

Get Rotational Velocity

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Get the current rotational velocity of your selected object. This will cause your object to start rotating a specified speed. Rotational Velocity How fast to ro…

Get Velocity

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Get the current velocity of an object. This will tell you how fast it is moving in meters per second. Object A By default this is the current object selected. Y…

Ignore Collisions

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Learn how Ignore Collisions works with scene objects and live rigged characters.

Make Passable

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An object can no longer be collided with, allowing anything to pass through it. Object A By default this is the current object selected. You can change this to…

Make Physics

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When an object is a physics object, it will be affected by other forces in the world. It will be affected by gravity, collisions, air resistance, etc. Object A…

Make Scenery

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A scenery object has no physical attributes. It will not apply forces, nor will it be affected by forces. Object A By default this is the current object selecte…

Make Wall

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When an object is a wall object, it will not be affected by other forces in the world. It will only apply forces to other objects. Object A By default this is t…

Pivot Attach

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The Pivot Attach behavior will create a pivot point between to objects. This allows your attached object to rotate freely. Think of this behaviour like attachin…

Propel Object

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The Propel Object behavior will apply a force so that two selected objects move away from each other. This behavior will trigger an event immediately. Object A…

Rope Attach

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The Rope Attach behavior will create visible or invisible rope and attach 2 selected objects. This behavior will trigger an event immediately. Object A This is…

Set Bounce

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Changes how bouncy an object is. Remember that both interacting objects need to have a bounce value. Eg. For a ball to bounce, the ball and ground both must hav…

Set Friction

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Changes the friction of an object. Object A By default this is the current object selected. You can change this to any other object in your scene. Friction The…

Set Gravity

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Change the gravity being applied to the world or a specific object. Object A By default this is the current object selected. You can change this to any other ob…

Set Mass

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Changes how much mass an object has Object A By default this is the current object selected. You can change this to any other object in your scene. Mass The amo…

Set Physics Mode

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Change the physics mode of an object. You can learn about the physics modes here . Object A The object s you wish to change the physics mode of. By default this…

Set Physics Property

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Change a physical property of an object. You can change an object's mass, bounciness, friction and air resistance or change an object to be passable or non-pass…

Set Rotational Velocity

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Set or override the current rotational velocity of the selected object. This will cause your object to start rotating at the specified speed. Object A By defaul…

Set Velocity

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Set or override the current velocity of an object. Units are in meters per second. Object A By default this is the current object selected. You can change this…

Spring Attach

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The Spring Attach behavior will attach two selected objects together with a spring. This behavior will Trigger an event immediately. Object A This is the first…

Weld Attach

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The Weld Attach behavior will attach two selected objects together with a weld. Think of this as gluing two separate objects together. Each object is still sepa…

Custom

Behaviors

Array

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An Array is a collection of ordered values. When outputting an array, it is formatted as JSON so you can use it with various Networking behaviors. Press the plu…

Authenticate OAuth

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Gets an OAuth 2.0 authentication token from an OAuth provider to be used to authenticate an HTTP Request or a Socket Connection. This is often used to authentic…

Behavior Bundle

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Create a bundle of one or more behaviors. Connected behaviors will execute in order from left to right. Use this to force your behaviors to execute in a specifi…

Behaviour Off

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Disable an active behaviour on your screen and stop it from executing. Select Behaviour Select any other behaviour you want to disable. Behaviour Bundle Behavio…

Behaviour On

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Enable any disabled behaviour on your screen and cause it to execute immediately. Select Behaviour Select any other behaviour you want to enable and execute. Be…

Box Container

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Used to store information from other behaviors. You can store numbers or text. If you mix numbers and text it will store both as text only. Value You can enter…

Broadcast Message

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Broadcast a value to all Receive Message behaviors that are listening to the event or all Receive Message behaviors in an object listening to the event. Event K…

Clipboard

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The Clipboard behavior will copy or paste contents from the clipboard upon execution. Note that when pasting content from other apps, iOS may ask you for permis…

Comment

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This behavior does nothing. It simply lives in your behaviours to describe some game logic. This behavior has no other properties. Use this behaviour to describ…

Connect to Socket

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Connect, disconnect or reconnect to a socket.io server. You can also Join and leave a namespace using this behavior. This will trigger any connected behaviors i…

Delete from File

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Deletes a key with it's associated value from file so it can be forgotten. Key Type Allows you to select an existing key, or create and set a key dynamically. Y…

Dictionary

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A Dictionary is a collection of Keys and Values, where key is like a word and value is like a definition. Use this behaviour when you need a convenient and effi…

Emit to Socket

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Tells the Socket.io Client to send data to the server. Socket Behaviour The Socket.io client to perform the function on. Event The event that the server is list…

Execute Behaviour

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Allow you to execute a behaviour only if it is enabled. Behaviour The behaviour you would like to execute. Behaviour Bundle Behaviour Off Behaviour On Comment T…

Frame Event

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The Frame Event behavior triggers an event when a specified frame event occurs. This behavior allows for frame-perfect executions. Event Select an event for the…

Get Array Value

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Get a value from an Array . Array Type Behavior: Perform the function on an Array behavior. Value: Perform the function on a JSON formatted value. When entering…

Get Dictionary Value

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Get a value from a Dictionary using a specified key. Dictionary Type Behavior: Perform the function on a Dictionary Behavior. Value: Perform the function on a J…

Get OAuth Credentials

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After you have successfully received an OAuth Token with the Authenticate OAuth Behaviour, use this behavior to get the access token without having to authentic…

Get Socket Status

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Get the connection status of a Socket.io Client . This behavior has no other properties. Status Outputs the status of the connection. Whether it is Not Connecte…

HTTP Request

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Send and receive data to a server using the HTTP protocol. URL The URL of the server. URL Parameters The key values that will get appended to the URL as query p…

Load Image

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Load an image from a source to be used as in different graphic behaviors. Load Type Select a source to load the image from: choices are 'URL', 'Assets', 'Camera…

Load from File

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Loads a saved value from file with a supplied key. Key Type Allows you to load a value from an existing key, or create a set key dynamically. Default Value If t…

Modify Array

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Lets you modify an Array by perpending, inserting, appending, swapping or deleting the values in the array. Array Type Behavior: Perform the function on an Arra…

Modify Dictionary

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Set a value on a Dictionary using a specified key. If the key already exists, it will overwrite the value with the new one. Dictionary Type Behavior: Perform th…

Modify Save File

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Modify the contents of the project save file. You can use this to save progress that persists after the player leaves and comes back. Modification Select the mo…

Open URL

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Opens a URL in a Web View popup, or in Safari. Browser Type The presentation style for the URL. Choosing 'Web View Full', opens the url in a full screen popup.…

Post to Facebook

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Get your players to brag about your project! Word of mouth is one of the best ways to get people to play your project. Triggers an event when successfully poste…

Receive Message

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Listens for messages emitted by Broadcast Message behaviors. Event Key This is the key that the behavior is listening for. Broadcast Value Outputs the broadcast…

Remove OAuth Credentials

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After you are done with using the Get OAuth Credentials behavior, use this behavior to forget the securely stored credentials. Identifier The identifier used in…

Save to File

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Saves a value to file to be used later. It is used with the Load From File Behaviour. Key Type Allows you to select an existing key, or create and set a key dyn…

Set Behavior State

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Perform an action on a behavior during runtime. You can disable, enable, toggle or execute a behavior. Behavior This is the behavior you want to perform an acti…

Share

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The Share behavior allows users to share content to social media - this is a great way to get your players to brag about your projects and get others to try out…

Socket Event

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Triggers when the Socket.io Client receives a message from the Socket.io server. Socket Behaviour The Socket.io client to perform the function on. Event Type On…

Socket.io Client

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A Socket.io Client. All socket behaviors will need a client to perform operations with since this behavior is the gate keeper to your server. It stores all your…

Timer

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Will trigger an event on every step of the timer. Avoid having too many timers triggering at 0 seconds. This could impact the performance of your running scene.…

Track Event

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Tracks an analytic event to GameAnalytics and Firebase Google analytics on exported projects. GameAnalytics keys must be set in Global Properties for this behav…

Tweet

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Get your players to brag about your game! Word of mouth is one of the best ways to get people to play your game. Triggers an event when successfully posted to T…

Value

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You can use this behavior to store information like numbers and text. Unlike Box Containers , you must use this behavior as an action. The true value of the beh…

Wait

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Will wait a specified time before triggering an event. Time This value is the time to wait before the event triggers. If set to 3, the next behaviour will not t…

Art Studio

Art Studio

Art Studio Tutorial: Create a Walk Animation

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Build a new walk cycle from contact, passing, down, and up poses, with step screenshots and animated comparisons.

Art Studio Tutorial: Draw Your First Sprite

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Draw Glowbot step by step with a small palette and separate layers, then save and export your first sprite.

Art Studio Tutorial: Make a Frame Animation

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Make Glowbot blink, set frame timing, compare poses with onion skin, and organize animation cycles.

Art Studio Tutorial: Replace Rig Artwork and Deform a Mesh

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Adapt an animated sample to your own artwork and learn how mesh points, weights, and deformation keys work.

Art Studio Tutorial: Walk, Crouch, Jump, and Shoot Together

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Set up a live Nova character with a base gait, additive crouch, independent upper-body shooting, and physics-driven Takeoff and Fall.

Art Studio: Body Parts and Animation Blending

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Define reusable bone groups, choose Full Animation, Body Part, or Additive playback, and understand priorities, parent motion, and custom-rig rules.

Art Studio: Bones and Rig Animation Guide

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The detailed guide to Rig & Animate: bones, artwork, setup, animation clips, keys, curves, IK, meshes, and playback.

Art Studio: Drawing Tools and Canvas Controls

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A visual reference to drawing tools, colors, layers, selections, text, adjustments, and canvas navigation.

Art Studio: Keyboard, Mouse, and Quick Reference

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Find keyboard shortcuts, touch equivalents, mouse and trackpad gestures, dialog commands, and common workflow answers.

Art Studio: Save Projects and Export Game Assets

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Understand Studio Projects, Save As, portable .hpstudio files, game asset exports, baked clips, and updating finished assets.

Art Studio: Start Here

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Meet the workspace, choose your first project, and learn how Drawing, rigging, saving, and game exports fit together.

Art Studio: Tileable Textures and 9-Slice Graphics

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Check texture seams while drawing, generate tileable edges, and create stretchable panels with 9-slice guides.

Rigged Objects and Rig Behaviours

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Set up live rigged game objects and learn how animation, bone and IK controls, skins, attachments, followers, and collision fit together.

Main Editor

hyperPad App

Asset Library

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The Asset Library allows you to access, import, and organize all your project assets. By default a UI folder automatically created containing some UI assets to…

Canvas

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The canvas is an infinite area where you place your objects so they exist within your scene. There are 2 areas on the canvas. The Visible Screen Space and the O…

Color Blending

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Color Blending will change the appearance of your object based on its color and the color of the object behind it. Changing the color blending mode can give you…

Color Chooser

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The color chooser is what you will use anytime you’re dealing with colors. It will come up when you need to set a background color or change the objects tint. 1…

Global Physics Properties

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These properties can be found in the Physics tab of Global Properties and take effect in every scene in the project. For information on general global propertie…

Global Properties

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The Global Properties allow you to change project wide settings. When you select the Global Properties from the Top Tool Bar the hyperPad menu button will appea…

Interface Overview

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This article briefly breaks down the main areas of the hyperPad editor. You can read more about each component in the help documentation. Access different featu…

Multiple Screen Sizes and Devices

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With hyperPad you can create your project for multiple devices and screen sizes. When it comes to supporting different devices there are two types of projects,…

Object Attributes

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Attributes are values stored on each object to be accessed later. For example, if you want to keep track of the health of each enemy in your game you can create…

Object Dock

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The Object dock shows 5 of the most added used objects, and also add special objects, and import assets. To add an object to your scene, simply drag an object r…

Object Physics Properties

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The Physics Properties tab in the Object Properties allow you to quickly adjust various physics settings of your object. The physics modes are toggles that chan…

Object Properties

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When selecting an object with one of the selection tools, you can view and modify the objects properties. The Object Properties are split into 2 parts. The Obje…

Object Tags

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Tags can be used to reference multiple objects when creating your behaviours. For example, you can move all your clouds at once by applying the “Move To” behavi…

Prefabs and Templates

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Prefabs and templates allow users to reuse objects and share behavior logic across scenes in a project. Users also have the ability to export prefab and templat…

Project Menu

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The Project menu is where you can view your scenes, overlays, and exit the editor. To open the Project Menu, pressing the hyperPad Menu button in the corner. Th…

Smart Shape Object

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Build platforms, terrain, islands, and roads in the scene editor.

Splash Screens

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You can access splash screen options in Global Properties . The splash screen appears when launching a project before starting a scene, and takes effect on expo…

Tool Bar

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The tool bar holds many of the menus, tools, and overlays. This article will give you an overview of each button. Use the Project Menu to add new Scenes to your…

Tool Palette

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The Tool Palette includes the necessary tools to modify and interact with objects in your scene. If you have enabled multiple devices when creating your project…

Transform

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The Transform Tab allows you to fine tune the position, rotation, scale, order and the flip. You will also have the ability to change the scale and rotation fro…

Interaction

Behaviors

Assign Controller

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Choose which connected controller drives each player in your game.

Controller Event

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Run your own behaviors from controller buttons and sticks, with separate controls for each player.

Controller Status

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Update your controller chooser when controllers connect, disconnect, or change players.

Controls Overlay

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Customize the generated Controls overlay while keeping its player selection, device assignments, binding table, and input capture connected.

Drag & Drop

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The Drag & Drop behavior will allow you to "pick up" the selected object and move it any where with your finger. This behavior overrides the physics engine, and…

Dragged Finger

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The Dragged Finger behavior is used to check if you have dragged your finger over an object. This behavior will Trigger an event once when you drag your finger…

Get Controllers

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Read the connected-controller list and count for your player-selection UI.

Get Mouse Position

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The Get Mouse Position behavior gets the current or last known position of the mouse cursor in screen coordinate space. ⚠️ Warning : This feature is only fully…

Joystick Controlled

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Learn how Joystick Controlled works with scene objects and live rigged characters.

Joystick Down

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The Joystick Down behavior is an advanced behavior that will output the Y value of the joystick position, and trigger an event when the joystick is moved down.…

Joystick Input

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The Joystick Input behavior is an advanced behavior that will output the X and Y value of the joystick position. You can use this to create advanced input contr…

Joystick Left

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The Joystick Left behavior is an advanced behavior that will output the X value of the joystick position, and trigger an event when the joystick is moved left.…

Joystick Right

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The Joystick Left behavior is an advanced behavior that will output the X value of the joystick position, and trigger an event when the joystick is moved right.…

Joystick Up

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The Joystick Up behavior is an advanced behavior that will output the Y value of the joystick position, and trigger an event when the joystick is moved Up. You…

Jump with Button

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Learn how Jump with Button works with scene objects and live rigged characters.

Keyboard Event

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The Keyboard Event behavior listens for input from an external hardware keyboard and triggers other behaviors when a specified event occurs. This can be used to…

Keyboard Shortcut

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The Keyboard Shortcut behavior creates a user defined shortcut in the project and triggers behaviors when the shortcut is triggered with an external hardware ke…

Map Control Inputs

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Add controller, keyboard, or mouse alternatives to your existing joystick, button, or custom touch actions.

Map External Controller (Legacy)

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Maintain an earlier controller prototype and choose the current behavior for input mapping or custom controller actions.

Rebind Input

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Let players change an existing control, read its saved choice, or restore your authored bindings.

Set Cursor Style

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The Set Cursor Style behavior changes the appearance of the mouse pointer. ⚠️ Warning : This feature is only fully supported on iOS 15.0 and above. Style Type D…

Shoot with Button

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Learn how Shoot with Button works with scene objects and live rigged characters.

Started Touching

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Trigger an event as soon as you touch an object. It is only called Once as soon as you touch. Object A This is the object that will trigger the event when touch…

Stopped Touching

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Trigger an event as soon as you stop touching an object. It is only called once as soon as you release your finger from the screen. Object A This is the object…

Swipe Down

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The Swipe Down behavior is an advanced behavior used to check if you have swiped your finger downward on an object. This behavior will Trigger an event once whe…

Swipe Gesture

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Trigger an event when your finger swipes on a specified object or the screen. This behavior will trigger an event once a swipe has been detected. Object A This…

Swipe Left

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The Swipe Left behavior is an advanced behavior used to check if you have swiped your finger towards the left of the screen on an object. This behavior will Tri…

Swipe Right

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The Swipe Right behavior is an advanced behavior used to check if you have swiped your finger towards the right of the screen on an object. This behavior will T…

Swipe Up

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The Swipe Up behavior is an advanced behavior used to check if you have swiped your finger upwards on an object. This behavior will Trigger an event once when y…

Tilt Controlled

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Learn how Tilt Controlled works with scene objects and live rigged characters.

Tilt Down

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The Tilt Down behavior is an advanced behavior that will output how far down you have tilted your device. You can use this to create advanced input controls tha…

Tilt Left

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The Tilt Left behavior is an advanced behavior that will output how far to the left you have tilted your device. You can use this to create advanced input contr…

Tilt Right

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The Tilt Right behavior is an advanced behavior that will output how far to the right you have tilted your device. You can use this to create advanced input con…

Tilt Sensor

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The Tilt Sensor behavior is an advanced behavior that will output the X and Y value of the tilted device. You can use this to create advanced input controls tha…

Tilt Up

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The Tilt Up behavior is an advanced behavior that will output how forward you have tilted your device. You can use this to create advanced input controls that g…

While Touching

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Trigger an event while your finger is touching an object. The triggered event is called repeatedly until you release your finger from the screen. Object A This…

FX

Behaviors

Attach Object to Bone

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Make a separate scene object follow a rig bone—for example, a lantern, visual marker, or accessory.

Clear Rig Overrides

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Release manual bone, IK, artwork, or skin control so the rig can use its underlying animation again.

Detach Object from Bone

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Stop a scene object from following a bone while keeping its current world transform.

Get Bone Transform

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Read the position, rotation, and scale of a bone, or the position of a point offset from that bone.

Pause Animation

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Learn how Pause Animation works with scene objects and live rigged characters.

Play Animation

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Learn how Play Animation works with scene objects and live rigged characters.

Play Sound

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The Play Sound behavior will play a sound effect when triggered. This is perfect for short sounds and shouldn't be used for music. If you want to play music use…

Resume Animation

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Learn how Resume Animation works with scene objects and live rigged characters.

Set Animation State

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Learn how Set Animation State works with scene objects and live rigged characters.

Set Bone Transform

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Pose one bone directly, for example to lean a head or offset a hand while an animation runs.

Set IK Influence

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Blend how strongly an existing IK constraint controls its chain.

Set IK Target

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Move the target of an IK constraint already authored on the rig, such as an arm reaching toward a scene object.

Set Rig Attachment

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Replace or hide artwork in one slot of a live rig, such as a hand, weapon, face, or limb graphic.

Set Rig Skin

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Apply an authored collection of artwork choices to a live rig, such as an outfit or character variation.

Set Sound Settings

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The Set Sound Settings behavior will instantly change the properties of a sound effect when triggered. This behavior will trigger other behaviors immediately. T…

Start Particles

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The Start Particles behavior will start and play a selected particle effect on top of your object. If you need to stop the particle from playing you can use dis…

Start Trail

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The Start Trail behavior will emit a trail effect from an object. When you want this effect to stop, you can disable it via Set Behavior State or use the Stop V…

Stop All Sound Effects

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The Stop All Sound Effects behavior will stop all sound effects currently being played. Note that this will not stop music, it will only stop sounds. To stop mu…

Stop Animation

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Learn how Stop Animation works with scene objects and live rigged characters.

Stop Visual Effects

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The Stop Visual Effects behavior forcefully stops all particles or trails for an object. If you want to stop one specific particle or trail, disable the behavio…

Screen

Behaviors

Conforms to Screen

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The Conforms to Screen behavior will create boundaries around your visible screen space so your specified object can't go past them. Note that scenery objects w…

Get Screen

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The Get Screen behavior will retrieve the screen properties including the position, size, zoom and aspect ratio. You can then output this to use with other beha…

Hit Screen Edge

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The Hit Screen Edge behavior will trigger an event as soon as your selected object has collided with the top, left, bottom, or right sides of the screen. This b…

Move Screen

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The Move Screen behavior will move the camera visible screen space to any direction by a specified number of meters. This behavior will Trigger an event once th…

Rotate Screen

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The Rotate Screen behavior will rotate the visible screen space to your specified angle. This behavior will trigger an event once the screen has finished rotati…

Screen Follow

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The Screen Follow behavior will move the camera visible screen space to follow a specified object so it always stays on screen as it moves through the world. Ob…

Screen to Object

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The Screen to Object behavior will cause the screen visible screen space to move to the specified object so it centered on the screen. This behavior will trigge…

Screen to Point

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The Screen to Point behavior will cause the screen visible screen space to move to the specified point in your scene. This behavior will trigger an event once t…

Shake Screen

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The Shake Screen behavior will shake the screen by a specified amount when executed. This behavior will Trigger an event when the screen has stopped shaking. Sh…

Wrap Around Screen

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The Wrap Around Screen behavior will allow your object to come from the opposite side of the screen when it leaves the screen space after it reaches the top, le…

Zoom Screen

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The Zoom Screen behavior will change the screen zoom level by a specified amount when executed. This behavior will Trigger an event when the screen has stopped…

Transform

Behaviors

Falling State

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The Falling State behavior will "watch" a selected object and trigger an event when the selected object is in a specific falling state. Object A This is the obj…

Get Color

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The Get Color behavior will retrieve the color of the object. You can then output this to use with other behaviors. Note that this returns the object tint that…

Get Graphic Flip

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The Get Graphic Flip behavior gets the current X and Y orientation of the object's graphic. This tells you which way the object is facing. This behavior will tr…

Get Position

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The Get Position behavior returns the current position for the selected object. This will return X and Y coordinates of where your object is in your scene, or w…

Get Rotation

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The Get Rotation behavior returns the current angle of the selected object in degrees. This behavior will trigger an event immediately. Object A This is the obj…

Get Scale

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The Get Scale behavior returns the scale of the selected object with the unit specified. This behavior will trigger an event immediately. Object A This is the o…

Get Skew

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The Get Skew behavior returns the skew degrees of the selected object. This behavior will trigger an event immediately. Object A This is the object that will re…

Get Z Order

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The Get Z Order behavior returns the current Z-Order index for the selected object. This will return a numerical value relating to the position in front of or b…

Hide Graphic

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The Hide Graphic behavior will make the selected object invisible. The selected object is still active in your scene, all behavior continue to run and objects c…

Lock Rotation

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The Lock Rotation behavior will prevent the selected object from rotating in your scene. This behavior will work on scenery, wall, and physics objects. This beh…

Move By

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The Move By behavior will move the selected object by a specified amount. This behavior will trigger an event when it has completed running. Object A This is th…

Move to Layer

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The Move to Layer behavior will move your selected object to another layer in your scene. Remember, objects on different layers can not collide with each other.…

Move to Object

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The Move to Object behavior will move the selected object Object A to another specified object in your scene Object B . Note that you can offset the position by…

Move to Point

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The Move to Point behavior will move the selected object to a specific X and Y location in your world scene , or on your screen.. This behavior will trigger an…

Moving State

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The Moving State behavior will "watch" a selected object and trigger an event when the object is in a specific moving state. Object A This is the object that wi…

Rotate By

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The Rotate By behavior will rotate the selected object by a specified angle. This behavior will Trigger an event on completion. Object A This is the object that…

Rotate to Angle

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The Rotate to Angle behavior will rotate the selected object to a specified angle. This behavior will trigger an event on completion. Object A This is the objec…

Rotate to Object

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The Rotate to Object behavior will rotate the selected object to face another selected object. This behavior will trigger an event on completion. Object A This…

Scale By

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The Scale By behavior will scale your object by a certain percentage or amount. The default scale of an object is 100% returns the scale percentage of the selec…

Scale To

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The Scale By behavior will scale your object by a certain percentage. The default scale of an object is 100% returns the scale percentage of the selected object…

Set Blending Mode

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The Set Blending Mode behavior will change the graphic blending mode of your object. This will change how the graphic appears based on other graphics behind or…

Set Color

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The Set Color behavior will change the color of your object. This will will essentially tint the color of your existing graphic. So if your graphic already has…

Set Graphic

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The Set Graphic behavior will change the graphic of a selected object to another desired graphic asset. Note that this does not affect the objects collision sha…

Set Graphic Flip

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The Set Graphic Flip behavior will flip an objects graphic. Note that this does not affect an objects collision, if you need to flip the actual object body incl…

Set Visibility

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The Set Visibility behavior will hide or show the selected object. Hidden objects are still active in your scene, all behaviors continue to run and objects can…

Set Z Order

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The Set Z Order behavior will move your selected object in front or behind an object on the same layer. Objects with higher z-order Z-index will appear on top a…

Show Graphic

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The Show Graphic behavior will make an object that was previously hidden using the Hide Graphic behavior visible again. Note this does not make a transparent ob…

Skew By

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The Skew By behavior will scale your object by a specified degree. This behavior will trigger an event on completion. Note : This will only work with scenery ob…

Skew To

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The Skew To behavior will scale your object to a specified degree. This behavior will trigger an event on completion. Note : This will only work with scenery ob…

Started Falling

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The Started Falling behavior will "watch" a selected object and trigger an event as soon as the selected object has entered a falling state. A falling state mea…

Stopped Falling

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The Stopped Falling behavior will "watch" a selected object and trigger an event as soon as the selected object has stopped falling. A stopped falling state mea…

Stopped Moving

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The Stopped Moving behavior will "watch" a selected object and trigger an event as soon as the object has stopped moving. Object A This is the object that will…

While Moving

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The While Moving behavior will "watch" a selected object and repeatedly triggers an event while the selected object is moving in any direction. Object A This is…