Object Configuration
On the lower left hand side of the screen, you'll see 3 options - Config, Events and Listeners.

This part of the guide covers the 'Config' option. See here for information on using events and listeners.
How to use
When you select an object from the grid on the right, a list of configuration settings for that object will appear on the left.
More basic objects only have one option, "Active", allowing you to toggle whether or not they're enabled when the room loads, whilst complex things such as enemies have more options.
To change a configuration setting, first choose a value (either by entering it in a textbox or clicking a toggle), then press "Apply"
This will store the change until the next time you change your selected object. Make sure you set the configuration settings for objects before placing them down.

List of settings
General
Active - This determines whether or not the object will be enabled when you enter the room.
The
enable
anddisable
actions can be used to change whether an object is active - for more information on actions see Events and Listeners.
Visible - Whether the object should be visible.
This option exists on most objects, but not all.
Enemies/Bosses
Regular enemies:
Health - The health of the enemy.
Large/Medium/Small Geo Drops - The amount of each type of geo the enemy should drop upon death.
Stay Dead - Whether the enemy should stay dead once killed.
This can be set to False (enemy respawns when you enter the room), Bench (enemy respawns when you sit at a bench) or True (enemy does not respawn)
Give Soul - Whether the enemy should give soul upon being hit.
Invulnerable - Whether the enemy should be invulnerable.
Disable Enemy AI - Whether the enemy's AI should be disabled.
Gravity Scale - The strength of gravity on the object.
Soul and Volt Twisters:
Teleplane Width - The width of the Teleplane.
Teleplane Height - The height of the Teleplane.
The Teleplane is the area that the enemy can teleport within as they attack the player.
The enemy can fly outside the Teleplane, but can only teleport to areas inside it.
Shade Siblings + Void Tendrils:
Ignore Void Heart - Whether to act as if the player does not have Void Heart, even if they do (shades will target the player and Void Tendrils will appear and deal damage)
Mantis and Mantis Flyer enemies:
Ignore Mantis Respect - Whether to attack the player on sight regardless of having Mantis Respect.
Awakable Bosses:
Start Awake - Whether the enemies should wake up immediately
If these enemies are not set to start awake, you can use the "wake" trigger at another point.
Wingsmould:
Roaming Range - How far from its spawn point the Wingsmould can fly.
Interactable (Levers, Gates, Conveyors etc.)
Note: This is for objects in the the Interactable category.
For custom objects like the Trigger Zone and Player Hook, see the "Utility" settings.
Levers:
Stay Activated - Whether the lever should stay activated once pulled.
This can also be set to False, Bench or True
Tolls:
Price - The amount of Geo required to open the gate.
Text - The text that is displayed when the player interacts with the toll.
Stay Activated - Same as above.
Battle Gate + White Palace Shield Gate:
Start Opened - Whether the gate should start open (good for ambush arenas).
White Palace Shield Gate:
Open Time - The time it takes for the gate to open.
Close Time - The time it takes for the gate to close.
Breakable Objects:
Stay Broken - Similar to Stay Activated.
Breakable - Whether the object should actually be breakable.
Disabling this effectively turns the object into a 'fake' breakable object.
Lifeblood Cocoon:
Lifeseed Count - The number of Lifeseeds that the cocoon should drop when broken.
Lore Tablet:
Content - The text that should appear on this lore tablet.
Separate lines with <br>
NPCs:
First Convo/Repeat Convo/Convo Text - The text that the NPC will display when spoken to. For some NPCs this will always be the same thing, others can be configured to say something different when speaking a second time.
Midwife:
Start Angered - Whether Midwife should speak to the player, or start attacking the player instantly.
Zote Head:
Mode - What texture should be used for the head (instead of Zote's head)
Gravity Scale - The strength of gravity on the object.
Bindings:
Binding Active - Whether the Binding should be active when the room loads (if set to false, the binding is activated when touched by the player, instead of being deactivated).
Reversible - Whether the Binding should stay after being touched, allowing the player to touch it again to continue toggling it.
Conveyor Belts:
Speed - The speed of the conveyor belt.
This affects both how fast the belt moves the player, and how fast the animation is.
Movable Objects (Platforms, Sawblades etc.)
All moving objects:
Track Distance - How long the track should be.
Speed - How fast the object should move along the track.
Pause Time - How long the object should pause for at the end of each track.
Smoothing - Controls how fast the object changes direction when reaching the end of the track.
A value of 0 causes the object to instantly turn around when it reaches the end of the track.
Start Offset - How far along the track the object should start.
Track Rotation - The rotation of the track the object moves along in degrees.
Rotation over Time - How much the rotation of the track should change per second.
This is its own speed - setting speed to 0, offset and length to a radius and rotation over time to a speed will cause the object to move in a circle.
Gravity Scale - The strength of gravity on the object.
Moving Platforms:
Stick Player - Whether the player should stick to the platform. If disabled the player will not be moved as the stand on the moving platform.
White Palace Moving Spikes + Crystal Peak Stompers:
Speed - How fast the animation should be.
Offset - The amount of time to wait before starting the animation, this lets you put different objects on different 'cycles'.
By holding down the "Moving Object Preview" keybind (the "P" key by default), you can see a preview of the motion of your currently selected object.
This will also leave behind a red trail, showing where the object has moved.
Room Edits
Hazard Respawn Point:
Contact Trigger - Whether touching the Hazard Respawn Point should trigger it, setting your spawn.
Binoculars:
Camera Speed - How fast the camera should move when in freecam mode. By default this value is 8.
Room Clearer - Setting any of these options to false will keep the items in the scene (due to how the game is coded, some of these such as Scenery will be inconsistent):
Remove Transitions (disabled by default)
Remove Benches
Remove Props
Remove Scenery
Remove Blur
Remove Tilemap
Remove NPCs
Remove Camera Lock
Remove Music
Remove Other
This is everything that doesn't fit in another category
Object Remover:
Path - The internal path to the object to disable
This can be found using tools like Unity Explorer.
Utility
Trigger Zone:
Detect Mode - What objects the Trigger Zone should detect.
This can be set to "Player" (the default), "Nail Swing" for attacks, "Enemy" for enemies and "Zote Head" for the Zote Head object.
Timer:
Start Delay - The amount of time in seconds before the first event should be called.
Repeat Delay - The amount of time in seconds between each subsequent event.
Max Calls - The maximum number of times the timer should call its event (by default this is infinite)
Key Listener:
Key - The ID of the key to listen to
This uses Unity key codes, you can see a list of keys here
Type - What mode the key listener should be in (Press, Release, Hold)
The "Hold" option broadcasts the event every 0.01 seconds the key is held. This is independant of frame rate.
Text Display:
Text - The text to display in the dialogue popup when the "Display" trigger is run.
Relay:
Relay ID - The Relay object's identifier.
Relays with the same ID will keep the same active/inactive state, allowing you to store data between rooms/restarts.
Reset on Bench - Whether the Relay's state should be reset when you sit at a bench.
Relay Chance - A number between 0 and 1 that determines the chance the relay will run its "OnCall" event when it receives the "call" trigger.
By default this is 1, meaning it will always relay the event.
Multiplayer Relay - Whether the relay should broadcast its event over multiplayer.
This means you can share an event from one player's game to another, so can do things like create levers that open doors for all players.
Start Enabled - Whether the relay should start active (relaying) or not.
Trigger on Load - Only for relays with an ID set, will cause the relay to run its call event upon the room loading.
Object Mover:
Movement Type - "Add", "Set" or "Knight".
"Add" will move the object by the specified values when the 'move' trigger is run.
"Set" will set the object's position to the object mover, offset by the specified position and at the specified rotation, when the 'move' trigger is run.
"Knight" is the same as "Set", but its offset is to the player rather than the object mover.
ID/Path - The placement ID or path to the object.
Placement IDs are for things placed with Architect, and can be found by clicking a placed object with the Cursor.
Paths are for objects in the base game, and can be found using tools like Unity Explorer.
Object Duplicator:
ID - The placement ID of the object. This is found by clicking a placed object with the Cursor.
Hazards
Laser Crystal:
Start Pause - The delay until the crystal begins to shoot a laser (useful to give the crystal an offset)
Idle Time - The amount of time between each beam.
Charge Time - The amount of time the beam takes to charge (the crystal glows but there is no beam)
Beam Time - The amount of time the crystal beam should last.
Decorations
Basic Decorations:
Z Offset - The Z Offset of the object.
Coloured Objects:
Width - The width of the object.
Height - The height of the object.
R/G/B/A - The RGBA colours of the object (should be a value from 0 to 1)
Layer - The sorting layer of the object, higher layers will appear in front of lower layers.
Collision - The collision (disabled, hazard, terrain or solid) of the coloured object
Terrain collision treats an object like terrain, allowing you to land on it and wall jump off of it.
Solid collision means you cannot move through the object, but it does not act like terrain.
Hollow Knight's movement is designed for flat surfaces. Any non-flat solid objects will act strangely, though can be useful for certain tricks (e.g. stallball)
Custom PNG:
Source URL - A URL that returns the image you want to add. This should only return the raw image, nothing else.
Falling Crystals:
Contact Damage - Whether the crystals should deal damage when touched.
If this is enabled the crystals will be a reddish colour.
Speed - The speed at which the entire animation should play.
Rate - The rate at which new crystals are dispensed.
Lifetime - How long crystals should exist after being dropped.
Gravity Multiplier - How fast the crystals should fall.
Further Support
If you are unsure about anything, you can ask for help in the Starshooter discord server.
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