Important Objects

This document covers the object layer in Workspace. Objects are the main way world structure, visual content, editing markers, and gameplay hooks are placed into a workspace.

Object System

Most placed content uses a shared object model. Geometry, props, lights, textboxes, triggers, pickups, upgrades, spawners, labels, doors, portals, and other gameplay-support objects all move through the same general placement and editing pipeline.

This makes the editor feel consistent across different kinds of content. The same basic workflow can be used to build a room, place lighting, add navigation helpers, set up an encounter, or add progression objects.

World-Building Objects

The basic building vocabulary includes cube and geometry objects, general props, lights, labels, portals, doors, and other objects used to shape a space. These are used for blockout, structure, navigation, visual layout, and general environment construction.

Textboxes remain one of the more distinctive object types from the original 3D text and file-management side of the project. They can hold editable text, connect to files or directories, and act as part of the workspace rather than as a separate document viewer.

Gameplay Objects

Many gameplay systems are also built through placed objects. Effect zones, hazards, orb shooters, spawners, pickups, upgrades, timer starts, and timer ends can all be placed into the map and tuned as part of the world-building process.

These objects let a workspace define more than its shape. They can create environmental pressure, spawn enemies, control encounter boundaries, drive run progression, place upgrade choices, and support timed runs or replay-style challenges.

The result is that a large amount of gameplay structure lives in the authored world itself, while runtime systems handle the active behavior during play.