Lets you create standard level objects that can be placed and modified in the level. See also Create level objects.
Search for the object name, or browse by category of object.
The Helpers tab in the Create panel lets you create components from the following categories:
Occluder Box
Creates an occluder box that you can use for occlusion culling. See Create occluder boxes.
Decal Projector
Creates a decal box object that you can use to project decal textures onto surfaces in the level. See Project a material as a decal.
Reflection Probe
Use reflection probes to establish the basic lighting scheme in a level. See Reflections.
See also Gameware Navigation and Set up levels to use Gameware Navigation.
Seed Point
Seed points let you define the walkable areas of the terrain in your level.
When you place one or more seed points in a level, navigation data is only generated for areas that are accessible from those seed points. By placing seed points in areas where you don't want your NPCs to be able to walk, like rooftops, or barriers, you can reduce the amount of navigation data you generate for your level.
See also Generate the navigation mesh.
Graph Connector
Lets you connect portions of the NavMesh together, for example when you need to join two edges for things like ladders, or elevators. Place the Graph Connector in your level, then translate, rotate and scale it as necessary. At runtime, this unit automatically generates a set of NavGraph to join two ledges.
See Set up levels to use Gameware Navigation.
Nav World
This is the main component to integrate if you're setting up navigation in your level. It helps you generate navigation data and makes that navigation data get automatically packaged up with the level.
See Integrate Gameware Navigation into your project.
Bot Configuration
This unit lets you configure path finding, avoidance, and shortcut and trajectory behaviors for a navigation bot.
Nav Marker
This unit lets you add navigation points for the navigation bot to follow.
Trigger
You can think of triggers as switches. When the switch is activated (something enters or exits the trigger volume) an action can occur. You can access triggers using flow nodes or Lua scripts. See Create a trigger.
Audio Source
Creates an audio source unit. Place this unit in the level to play an event whenever the audio listener enters the Source shape area.
See also About audio sources and Wwise Workflow Tutorial.
Player Start
The location and position of the Player Start object defines the starting position of the character when you run or deploy your project. If multiple Player Start units are added to a level, the start position is randomly selected.
Marker
Markers are used for locating a position in your level so you can make actions happen at that location. For example, you can spawn a unit at a given Marker. See Create markers.
Volume
Primitives are simple shapes, 1-metre square by default, that you can use to prototype scenes quickly. See Create primitives.
Terrain
Use terrain tool to create and model a landscape in the level. See Create terrain.
Empty Entity
An empty entity is an entity with no components and inherited assets. See Create a new entity asset.
Prototype
Prototypes are simple cuboids with adjustable size and shape properties. Use them to develop geometry rapidly and rough in the elements of your scene before you have final artwork. They are also useful for creating invisible physics actors. See Create prototypes.
Spline
Splines are user-generated 3D curved paths, commonly used for constricting motion. See Create splines.
Lets you create a standard camera. See also Cameras.
Lets you create a physical light entity. See also Physically Based Lighting and Create a physical light.
Lets you create a standard light. See also Create a light source.