Create panel

Lets you create standard game objects that can be placed and modified in the game level. See also Create game objects.

Search for the object name, or browse by category of object.

Helpers

The Helpers tab in the Create panel lets you create components from the following categories:

Rendering

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 on a navigation mesh, Stingray can automatically discard navigation data for those areas that are not accessible from the seed points, such as tree tops, roof tops, or barriers.

See also Generate 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 lets you load navigation data and render the navmesh in your game.

See Integrate Gameware Navigation into your game runtime.

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.

Misc

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 using a Wwise Soundscape Source whenever the audio listener enters the Source shape area.

Internally the Unit calls the add_soundscape_unit_source function from the Stingray Wwise plug-in native script interface. Please see the plug-in documentation for details.

See also About audio sources and Wwise Workflow Tutorial.

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

Create a volume.

Objects

Primitives

Primitives are simple shapes, 1-metre square by default, that you can use to prototype scenes quickly. See Create primitives.

Objects

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.

Camera

Camera

Lets you create a standard camera. See also Cameras in Stingray.

Lights

Physical Light

Lets you create a physical light entity. See also Physically Based Lighting and Create a physical light.

Light

Lets you create a standard light. See also Create a light source.