diff --git "a/construct-3.txt" "b/construct-3.txt" new file mode 100644--- /dev/null +++ "b/construct-3.txt" @@ -0,0 +1,39180 @@ +Construct 3 Official Manual + +WELCOME TO THE CONSTRUCT 3 +MANUAL +View online: https://www.construct.net/en/make-games/manuals/construct-3 + +Welcome to the official Construct 3 manual! Construct 3 allows you to quickly and easily develop +games directly in your browser. This manual provides a comprehensive reference of all of +Construct 3's features. +The manual starts by covering the interface of Construct and how to get basic tasks done. Later +on it provides a detailed reference of all plugins and behaviors, including the System object. +Remember if you get stuck or run in to an issue, it's always worth checking the relevant manual +entry in case it includes information that will help you solve your problem. +Construct also has links to the manual in various dialogs and menus to help you jump directly to +the relevant manual page for that part of the software. Finally, dedicated users may want to read +the manual to learn about all the possible features you can take advantage of. There may be +many hidden gems you didn't know about, but are documented here in the manual. + +Errata +If you find a mistake or omission in the documentation, please file an issue on the Construct +issue tracker with a link to the relevant manual entry and an explanation of what you think is +wrong. We'll take a look and make any necessary updates. + +Creative Commons license +The Construct 3 manual is licensed under Creative Commons BY-SA 3.0. You are free to copy, republish, adapt, modify or otherwise use the material in the manual, providing you correctly +attribute its source. + +Page 1 of 1113 + + Construct 3 Official Manual + +GET CONSTRUCT +View online: https://www.construct.net/en/make-games/manuals/construct-3/getting-started/get-construct-3 + +Construct 3 runs right in your browser. There's nothing to download or install! Just visit +editor.construct.net in your browser on any modern browser and Construct 3 will start. This +makes it easy to switch between devices, use public computer terminals (even with strictly +limited access), or painlessly deploy Construct 3 across a computer lab or office. + +Run Construct 3 as an app +You can add Construct 3 to your desktop or home screen (on mobile devices). This creates an +icon on your device to launch Construct 3 like an app. This is a great way to reach Construct 3 +more easily, and also saves space on your screen since it hides the browser address bar and +tabs. +Sometimes an Install as app option will appear in the main menu when this option is available. +Click this menu option to install Construct as an app on your device. Sometimes an Install icon +will also appear in the address bar. Alternatively you can usually find an option to install +Construct in the browser menu in Chrome and Edge, possibly under the Save and share or Apps +submenu. +In Safari, you can find Add to home screen on iOS or Add to dock on macOS by pressing the +Share button. + +Associate Construct with the .c3p file extension +Construct project files typically use the .c3p file extension. Once you have installed Construct as +an app, you can then double-click a .c3p file to open it directly in Construct. The first time you do +this, you may see a prompt asking you to confirm this is what you want to do. There should also +be a checkbox to remember your decision so you won't be prompted again. + +Construct 3 in the Microsoft Store +If you use Windows 10+, you can also find Construct 3 in the Microsoft Store and install it from +there if you prefer. + +Work offline +Construct works offline! You don't have to always have an active Internet connection. You only +need to be online the first time you load Construct. After Construct first starts, after a while you +should see a notification in the corner indicating Construct is ready to work offline. Make sure +you wait until you see that notification. Then Construct will continue to work even if you go +offline. + +Page 2 of 1113 + + Construct 3 Official Manual + +It's more convenient to use Construct offline if you use the Add to desktop/shelf/homescreen +feature to create an icon on your device to run Construct, as described in the previous section. +We also recommend previewing a project while online to ensure the preview window is also +fully saved for use offline. While the Construct editor does attempt to save the preview +window for use offline when it starts up, some browser's rules about storage may block +Construct from saving it this way, and only allow it when directly accessing the preview +window. + +Updates +Construct automatically stays up-to-date. It will notify you when there's a new version available, +and when it's updated. Our website also provides a list of all releases with detailed information +about changes in each update, and also provides links to run older versions in case there's a +problem with an update. You can check which version of Construct you're currently using by +opening Construct's main menu and selecting About. +You can opt in to email notifications when updates become available in your subscription +preferences. We also post news about updates on our Facebook page and Twitter account. + +Page 3 of 1113 + + Construct 3 Official Manual + +USING AN ACCOUNT +View online: https://www.construct.net/en/make-games/manuals/construct-3/getting-started/using-an-account + +When you first start Construct, you'll use it as a Guest. This means you are not logged in to an +account. Construct shows your account status near the top-right corner. You can click this +"badge" to show a menu with some account options. + +The Account menu + +Account benefits +Until you purchase a subscription, Construct works in a limited Free edition mode, as indicated +by the "Free edition" label on the account badge. The limitations of the Free edition are listed on +the Construct 3 plans comparison page, where you can also purchase a subscription to remove +the limits. +Guests have lower limits in the Free edition than registered users. Guests may only use up to 25 +events in a project. Registering an account and logging in to Construct allows you to use up to +40 events, and then verifying your email address allows you to use up to 50 events. +If you purchase Construct, you must be logged in with the same account you purchased with to +make use of the full features of Construct. The Free edition label next to your account will +disappear to indicate you have an active subscription and no longer have the Free edition limits +imposed. +At any time you can click the View details option in the Account menu to open a dialog +displaying more information about your account. + +Working offline +If you purchase a subscription and work offline, you must start Construct while connected to the +Internet at least once every 7 days to re-validate your subscription. However if you have not +purchased a subscription, you can use Construct offline permanently. + +Access codes +Page 4 of 1113 + + Construct 3 Official Manual + +If you have an Education subscription, you can create a time-limited access code in the +subscriptions section of your profile. This allows students to use a licensed version of Construct +for a period of time. The access code can be used for simultaneous users, up to the number of +seats your subscription includes. +Once you have created an access code, share the code with your class. Students can then start +Construct, choose the Enter access code option in the Account menu, type in the access code, +and click OK. This will grant them access to the full version of Construct. This can also be done +with a Guest account, so students do not need to register their own accounts. Once the access +code expires, Construct will notify the user and revert back to the Free edition. +Access codes are designed for a classroom environment. Users with a Personal or Business +subscription don't need to use access codes. + +Page 5 of 1113 + + Construct 3 Official Manual + +CONSTRUCT ON MOBILE +View online: https://www.construct.net/en/make-games/manuals/construct-3/getting-started/on-mobile + +Construct works on mobile devices like phones and tablets. (See System requirements for +supported devices.) These devices typically use touch input, and often have small screens. While +Construct can be used on a phone, it is much more comfortable to use a tablet device with a +larger screen if you have one available. +Not all features of Construct are available on mobile. It's intended for light usage, such as +reviewing and tweaking projects, rather than your main development work. For that we +recommend using a device with a keyboard and mouse. +Construct adapts its appearance to better suit these devices. On mobile it will look something +like this. + +Construct mobile interface + +This manual is written primarily for desktop devices, since that is what most people will use for +best productivity. However you can use touch equivalents to mouse clicks on mobile: +Where the manual says to click or select an item, simply tap on it. +Where the manual says to double-click, double-tap instead. +Page 6 of 1113 + + Construct 3 Official Manual + +Where the manual says to right-click, or open a context menu, tap and hold on the item. After +a moment a menu will appear. + +Accessing bars +Since most mobile devices have small screens, Construct hides bars by default. To access these +bars, swipe in from the side and the bar will slide in. Since there are a number of bars and only +two sides, you can access the other bars by repeatedly swiping in from the side again. As you +do this the previous bar will slide out and the next bar will slide in. +On the left side the sequence of bars is: +1 + +Properties Bar + +2 + +Bookmarks Bar + +3 + +Find Results bars + +4 + +Z Order Bar + +On the right side the sequence of bars is: +1 + +Project Bar + +2 + +Layers Bar + +3 + +Tilemap Bar + +If you reach the end, the sequence will start again, cycling through the set of bars for that side of +the screen. Bars can be closed by swiping them back the other way. The next time you swipe in +from the side of the screen, you'll always get back the last bar you used that side. That helps you +keep using the same bar for a while, and you can still keep swiping to switch between bars at +any time. + +Animations editor +When using the Animations Editor on mobile, the same approach of swiping in from the sides +can be used to access the Animation Editor's bars. This includes features like the color picker +and animation properties. + +Changing UI mode +It's possible to connect up a mouse and keyboard to some mobile devices. If it has a large +screen, this lets you effectively use a tablet like a small laptop. +If you do this, Construct may still use the mobile UI intended for touchscreens. You can make +Construct switch in to desktop mode by opening Menu►Settings and changing the UI mode to +Desktop. This will always load Construct using the full desktop UI. If you disconnect your mouse +and keyboard and go back to using the touchscreen, you may want to switch the UI mode back +to Automatic or Mobile to restore the touchscreen UI. + +Page 7 of 1113 + + Construct 3 Official Manual + +SYSTEM REQUIREMENTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/getting-started/systemrequirements + +These are the minimum system requirements for Construct to run. + +Internet connection +Construct can work offline. However you must be online to load Construct for the first time. +When you load Construct for the first time, wait until you see a notification in the corner +indicating Construct is ready to work offline. Then you can use Construct without an Internet +connection. +Note that if you purchase a subscription and work offline, you must start Construct while +connected to the Internet at least once every 7 days to re-validate your subscription. However if +you have not purchased a subscription, you can use Construct offline permanently. + +Supported browsers +Construct should run in any modern browser. This includes: +Google Chrome 87+ +Microsoft Edge 87+ +Other browsers that use the Chrome browser engine (Chromium), such as Opera and +Yandex, providing they are updated to Chromium 87+ +Firefox 125+ +Safari 15.4+ +While these are the minimum supported versions, we strongly recommend ensuring your +browser is up-to-date with the latest version. +Construct does not support Internet Explorer, which was retired by Microsoft in June 2022. +However in Windows 10 Microsoft replaced Internet Explorer with the Edge browser, which is +supported from version 87+. (Note the modern Chromium-based Microsoft Edge is supported, +but the legacy Edge is not supported.) + +Supported operating systems +Construct should run on any modern, supported system with an up-to-date browser. This +includes: +Windows 10, 11 or newer + +Page 8 of 1113 + + Construct 3 Official Manual + +Mac: OS X / macOS 10.13 or newer +Linux: 64-bit Ubuntu 18.04+, Debian 10+, openSUSE 15.2+, or Fedora Linux 32+ +Chrome OS: Any Chrome OS device updated to v87+ +Android: Any Android 8.0+ device with at least 1GB RAM +iOS: Any iOS 15.4+ device +Some browsers still support older operating systems such as Windows 7. However these +are no longer officially supported and you may experience limited features if you continue to +use them. + +WebGL support +Construct requires the browser to support WebGL, which is a modern high-performance +graphics technology for browsers. Almost all modern devices support WebGL. However if you +see a message about WebGL not being supported, try installing any available system updates, +and check your graphics drivers are up-to-date. + +Page 9 of 1113 + + Construct 3 Official Manual + +THE START PAGE +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/start-page + +When you first start Construct, it shows the Start Page. Note the appearance of the Start Page +changes depending on the size of the window or screen. It will look something like this on a +desktop display. + +The Start Page in Construct + +The Start Page gives you a useful starting point whenever you launch Construct. It provides +shortcuts for tasks like creating a new project, opening an existing project including recent +projects, and a set of useful links. +The Start Page initially fills the whole window. When you create or open a project, the rest of +Construct's interface will appear. + +Starting a new project +Click New to create a new empty project. You'll be prompted for some basic details about the +project to create. You don't need to enter anything though, just click Create and you'll get a new +empty project with default settings. + +Opening existing projects +You can open projects from several sources: Cloud (projects saved to a cloud storage service +like Google Drive), local files and folders (depending on browser support), or local browser +Page 10 of 1113 + + Construct 3 Official Manual + +storage. You can also find previously saved projects in the Recent projects section. For more +information about saving and loading projects, see Saving projects. + +Example projects +Construct comes packed with hundreds of example projects for you to learn from, or just try out +for fun. Three randomly-picked recommended example projects appear along the bottom of the +Start Page. Click the Browse examples button to open the Example Browser. You can learn more +about it in the Example Browser manual entry. + +Other resources +There are lots of links on the Start Page to other resources to help you get started and find out +more about Construct. You can find links to community resources like the forums, social media +accounts for Construct where you can follow news and updates, and other learning resources +like tutorials. + +Page 11 of 1113 + + Construct 3 Official Manual + +THE EXAMPLE BROWSER +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/example-browser + +Construct comes with hundreds of example projects to help you learn about it, as well as +demonstrate the range of creative possibilities with Construct. Note the appearance of the +Example Browser changes depending on the size of the window or screen. It will look something +like this on a desktop display. + +The Example Browser in Construct + +There are several ways to open the Example Browser. The main ways are: +Click Browse examples on the Start Page +Click one of the three recommended examples on the Start Page to open it in the Example +Browser +Select Menu►View►Example browser +When no project is open, the Example Browser fills the whole window, like the Start Page. This +makes it easier to browse the content. When you open a project, the rest of Construct's will +appear. + +Browsing examples +Construct comes with hundreds of examples, so the Example Browser has lots of tags to help +organise them. These are broadly organised like so: +Page 12 of 1113 + + Construct 3 Official Manual + +Levels: tags that indicate the approximate difficultly level to understand a project, covering +Beginner, Intermediate and Advanced. +Categories: tags describing broad categories of example projects. These include: +New: example projects added since the last stable release +Recommended: a hand-picked selection of the best or most interesting example projects +Demo game: complete games, covering title screens, multiple levels, and an ending +Guided tour: step-by-step interactive guides that show you how to get started with using +various features of Construct. These are great for beginners or quick introductions to +other features of Construct you might not have used before. +Game template: projects with a single level demonstrating a game concept +Barebones template: minimal projects with placeholder graphics demonstrating a game +concept +Gameplay mechanic: projects demonstrating a specific mechanic of a game, such as a +type of movement or special effect +Feature example: projects demonstrating some of Construct's features, showing how +they work and what they can do +Scripting: projects making use of JavaScript coding +Tech demo: performance benchmarks and other demonstrations of the capabilities of +Construct's engine +Genres: tags indicating the game genre of the example (if applicable) +Tags: some other miscellaneous tags. These include: +3D: projects making use of Construct's various 3D features +Mesh distortion: projects making use of Construct's mesh distortion feature +Mobile: projects designed to work well on a mobile device with touch input +Performance: benchmarks or demonstrations of the performance of Construct's engine +Hierarchies: projects making use of Construct's hierarchies feature (i.e. connecting a +child object to a parent) +Timeline: projects making use of Construct's Timelines animation feature +Plugins: projects sorted by which plugins they use +Behaviors: projects sorted by which behaviors they use +Effects: projects sorted by which effects they use +Click a tag to toggle whether the list is filtering with that tag. A list of all filter tags appears in the +Filters section. Only projects matching all tags will be listed. By default the Recommended tag is +selected to show only the recommended example projects, but you can click the tag to remove it +and filter the list another way. + +Page 13 of 1113 + + Construct 3 Official Manual + +You can also enter search terms in the search box. The list will further be filtered down to those +matching both all tags and all the entered search terms. + +Previewing and opening projects +Click a project's card to expand it and see more details about it. +You can quickly preview a project by clicking its Preview button. To open the project so you can +see how it works, click its card to expand it, then click the thumbnail image or the Open button. +Once open you can then also try it out by pressing the Preview button in the main toolbar, or by +pressing F5. Once you're done, close the project by selecting Menu►Project►Close project. +When the project closes, you'll see the Example Browser again where you can choose another +example project to preview or open. + +Linking to examples +You can get a direct link to an example by right-clicking a card in the Example Project and +selecting Copy direct link. This will copy a link with the example embedded, such as +https://editor.construct.net/#open=kiwi-story. When visiting this link, Construct will load and +automatically open that project. This is a useful way to share examples. + +Page 14 of 1113 + + Construct 3 Official Manual + +CONSTRUCT'S INTERFACE +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/the-interface + +The following image highlights the important parts of the Construct 3 user interface (UI) with +numbers. Click the image to enlarge it. An overview of each part is provided below, and later the +manual goes in to each section in more detail. Note that initially only the Start Page is visible. +Much of the interface will not appear until you create or open a project. Also note the exact +appearance of Construct can depend on which theme you have selected. + +The Construct user interface + +1 + +Main menu button: Click this to open the main menu. This provides options for basic tasks like +opening and closing projects, exporting, changing settings and so on. + +2 + +Main toolbar: This provides shortcuts to the most commonly-used features: save, undo, redo +and preview. Note the arrows next to some buttons which provide a dropdown menu with more +options. + +3 + +View tabs: These tabs let you switch the main view between different layouts (where you place +objects) and event sheets (where you define logic using the event system). You can customise +the color of these by right-clicking them and using the Colors menu. + +4 + +Account badge: This shows your account status. Click it to show the Account menu. + +5 + +Main view: This is where the currently selected Layout View or Event Sheet View appears. The +view tabs select which is visible. In this picture, it's showing an empty Layout View. + +6 + +Properties bar: This lists all the properties for the selected item, allowing you to change settings +for it. + +Page 15 of 1113 + + Construct 3 Official Manual + +7 + +Project bar: This lists everything in your project. It gives you an overview of what you've added, +and lets you navigate around the project as well, such as by opening layouts or event sheets to +view them. + +8 + +Layers bar: When a Layout View is open, this shows the layers on the layout. + +9 + +Tabs: By default the Layers bar and Tilemap bar are docked together. You can use these tabs to +switch between the bars. You can drag and drop bars around to rearrange them. You can dock or +tab together any combination of bars you want to customise the interface. + +Changing the theme +You can choose a different theme to alter the appearance of Construct's interface, such as by +choosing a dark theme. The current theme can be changed from Settings. Third-party themes +can also be installed as addons. +Note that the precise appearance of the interface depends on which theme you are using. The +manual uses images based on the Default (no theme) style for a neutral appearance. If you +change the theme, note the interface may look different to images in the manual. + +Page 16 of 1113 + + Construct 3 Official Manual + +PROJECT STRUCTURE +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/project-structure + +Construct projects consist of the following elements. These can be accessed via the Project Bar, +which contains a tree of all the elements in the project. Items in the Project Bar can also be +organised in to subfolders Paid plans only which is very useful for medium to large projects. For +more information, see the manual section on Project primitives. + +Layouts +Layouts are levels, menus, title screens and other pre-arranged layouts of objects. In other tools +Layouts may be referred to as scenes, rooms, frames or stages. See the section on Layouts for +more information. +Layouts also consist of multiple Layers, which can be used to arrange objects in to background +and foreground layers. These are managed with the Layers Bar. + +Event Sheets +Event Sheets are a list of Events defining the game logic. In Construct, Events are the alternative +to programming or scripting. Layouts have an associated Event Sheet for their logic. Event +sheets can be re-used between different layouts with event sheet includes. Event sheets are +edited in the Event Sheet View. +For more information on events, see the manual section on Events, especially the page on How +events work. + +Object Types +An Object Type defines a 'class' of object. For example, TrollEnemy and OgreEnemy could be +different object types. Multiple instances of an object type can be created. For example there +could be three instances of the TrollEnemy object type, and five instances of the OgreEnemy +object type. +It is important to be clear on the difference between object types and instances: they will be +referred to as different things throughout the manual. For more information, see the manual +entries for Plugins, Object Types and Instances. +Object Types can also be grouped in to Families Paid plans only. + +System object +The System object represents built-in functionality in Construct. It is the only object an empty +project contains. It cannot be added again or removed from a project. There are no instances of + +Page 17 of 1113 + + Construct 3 Official Manual + +the System object: it is simply always present and provides access to the built-in aspects of +Construct's engine. Its conditions, actions and expressions are documented in the System +reference. Note the System object does not appear in the Project Bar, but it is still an important +part of the project. + +Sounds and Music +These are audio files used for sound effects and music in the game. Sounds should be used for +short-duration sound effects that are played when events like collisions and explosions happen. +Music should be used for the longer musical tracks. It is important to organise audio files +appropriately, because Sounds are loaded completely before playing, but Music is streamed. +This means if a Music track is accidentally put in the Sounds folder, it would have to completely +loaded before it started playing. However, audio in the Music folder can start playing +immediately since it is streamed. For more information see Sounds & Music. + +Timelines and eases +Timelines are pre-designed sequences of changes over time. They often cover movement, such +as changing an object's position, angle and size over time, but can affect many other kinds of +properties too. To learn more about creating timelines, see the section on the Timeline Bar. +Eases are animation functions that determine how changes happen over time. There are a +number of built-in eases in Construct, but custom ones can be designed in the editor too. + +Scripts +Construct also supports JavaScript and TypeScript coding in the editor. Event sheets can be +combined with code, or code can be written in separate files. When using script files, they are +added in the Scripts section of the Project Bar. For more information see the dedicated manual +section on Scripting. + +Project Files +Additional files can be imported to or created in the project. These can then be loaded and used +in your project. This also covers using a variety of media files in your project, such as videos and +web fonts. For more information, see Project Files. Construct also provides some file editors +Paid plans only for conveniently editing data files. + +Page 18 of 1113 + + Construct 3 Official Manual + +SAVING PROJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/saving-projects + +In Construct, there are several ways you can save your work. By default pressing Save on a new +project will save with Cloud Save. You can select a different option, as well as change the save +option at any time, in the Menu►Project►Save as menu. + +Cloud save +You can save your work to a cloud storage services, allowing you to access your work wherever +you go. Since Construct runs in the browser and can be used on any device, this is a great way to +ensure you can carry on from where you left off no matter which device you end up using. Many +cloud storage services also provide built-in backups and file histories, helping ensure your work +is safe even in the face of disaster. +Construct currently supports Google Drive, Microsoft OneDrive and Dropbox. The first time you +select Menu►Project►Save as►Cloud save, a dialog will appear asking you to choose one of +the supported services. When you choose one, you'll be prompted to log in to your cloud storage +account, so Construct has permission to save and open files from your account. Once you've +entered your details they will be remembered, so you can keep using Cloud Save without having +to keep entering your details. +Remember that your Cloud Save login is separate to your Construct login. The fact you are +signed in to one does not automatically mean you are signed in to the other. +When you press Save with a Cloud Save project, Construct will save your project and upload it to +your cloud storage account. The upload will continue in the background showing the upload +status in the corner of the window, allowing you to continue working on your project. Note you +cannot save again until the upload completes. +Next time you use Construct, you can choose Menu►Project►Cloud open to find your project +again. It'll also appear in the Recent projects section of the Start Page. + +Download a copy +Select Menu►Project►Save as►Download a copy to download your project as a local file. +Construct will ask if you want to change the downloaded filename; you can leave it empty to use +the default. Construct projects use the .c3p file extension. Normally the file will go to your +Downloads folder, but you may also be prompted to save to a different location depending on the +browser. Alternatively you can usually drag-and-drop the resulting file directly out of the browser, +such as from Google Chrome's downloads footer section. + +Page 19 of 1113 + + Construct 3 Official Manual + +Note that despite the name, this does not actually download a file from the Internet. All the +project data is stored locally. The term Download refers to invoking the browser's download UI to +save your project to a local file. + +Using local files +Currently some browsers such as Chrome support saving files directly to your system. This +means you can use the Menu►Project►Save as►Save as single file... option to save your +project as a local file anywhere on your system. To open a local file, choose the +Menu►Project►Open local file option. Then when you make changes and click the Save button, +it will write back over the file you originally opened. You may see a permission prompt from the +browser asking if you want to allow access to the file; be sure to allow permission to ensure your +save works correctly. +When saving to local files, be sure to set up backups to help avoid the risk of losing your +work in the event of disaster. You can enable automatic backups in Construct's settings. See +best practices for more information. + +Using project folders +Where browsers support local files, they also allow the option to use project folders. These work +similarly to saving local files, but instead of choosing a file, you select a folder to save to. +Construct then saves the entire project as separate files within this folder. Be sure to choose an +empty folder to avoid ending up with a confusing mix of files. +This option is good for very large projects, since saves are faster, as it only has to update the +changed files in the folder, rather than generate an entire new .c3p file. It is also a good option to +use with source control tools like GitHub, since you can track changes to individual text-based +files - for a guide on that see the tutorial How to collaborate on Construct projects with GitHub. +This option can also be useful if you work with lots of JavaScript files in a Construct project and +want to use an external editor with them. When saving as a folder project, new options will +appear in the menu when right-clicking the script folder in the Project Bar. These options allow +you to reload all script files from the project folder again either as a one off (also by pressing F9), +or automatically every time the project is previewed. Note this reloading cannot be undone, so +make sure you always make edits in the same place, as alterations within Construct will be +overwritten when reloading. A similar approach is also used for using TypeScript in Construct. +Construct's .c3p files are actually just a zipped folder project, with the extension .zip +replaced with .c3p. You can convert a .c3p file to a folder project by renaming .c3p to .zip +and extracting it. Similarly you can convert a folder project to a .c3p by zipping it, and +renaming .zip to .c3p. + +Page 20 of 1113 + + Construct 3 Official Manual + +When saving to local folders, be sure to set up backups to help avoid the risk of losing your +work in the event of disaster. You can enable automatic backups in Construct's settings. See +best practices for more information. + +Save to local browser +If saving local files is not supported, Construct provides an option to save projects to the local +browser's storage instead. This storage is unique to both the specific device and browser. So for +example if you save a project to browser storage on a specific laptop with Chrome, you can only +find it again by using the same browser (Chrome) on the same device (that specific laptop). +Construct will ask for permission to use persistent storage the first time you use this option, to +ensure the browser won't automatically delete your data. Note browsers sometimes also have +storage limits. You can also check the status of the persistent storage permission, as well as +how much space the browser is allowed to use and how much it is using, in the About dialog. +If you use this option, be very careful about clearing your browser data. If you choose the +wrong option while clearing browser data, you could still erase all your projects saved to +browser storage. For this reason, using a different save option where possible is +recommended. + +Page 21 of 1113 + + Construct 3 Official Manual + +SHARING PROJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/sharing-projects + +The easiest and quickest way to share your project so someone else can run it is using Remote +Preview Paid plans only. For more information see Testing projects. +If you want people to play your finished project, you should Export it. This produces a playable +game ready for publishing. See the section on publishing projects. + +Share a project file +You can also save as a single file, or use the Download a copy option, to get a single .c3p file +representing your entire project. Then you can share that file using other tools and services, such +as by attaching it to an email, or uploading it to a storage service. + +Shared folders in cloud save +If you want to share your Construct 3 project itself, shared folders that you have access to also +appear in Cloud Save when using Google Drive or Microsoft OneDrive. This can be useful for +conveniently sharing your project files. For example in a classroom, all the students could save +their work to a shared folder that the teacher has access to. Then the teacher has an easy way +to access all the student's work. +All cloud save services also provide their own sharing options via their websites, e.g. for sharing +a file on your account with someone else. + +Sharing with subscription administrator +For education accounts, there is also a Share with admin option that appears in the Project +menu. This only appears for two kinds of accounts: +When using access codes +When using an account created for a seat as part of an education subscription +In both cases, choosing Share with admin will upload the project to a server operated by Scirra. It +will then be made available to the administrator who created the access code or seat account. +The administrator can find it by visiting the Your subscriptions section of their account, and +clicking the N shared projects link next to the relevant education subscription (e.g. 10 shared +projects if ten projects had been uploaded this way). +This approach is pseudonymous - only the access code or account username, plus the studententered filename, are provided. Further the project files are automatically deleted after a couple +of days. Therefore no information is permanently stored when using this option. + +Page 22 of 1113 + + Construct 3 Official Manual + +COLLABORATING ON PROJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/collaborating-projects + +Currently Construct does not support any real-time online collaboration, due to the extreme +technical complexity of the feature. However you can use existing source control tools like Git +and SVN to manage collaborative changes by a team working on the same project. +Source control tools were designed for programmers, but they work well with Construct as well. +Make sure you use a folder-based project (see Saving projects) in a browser that supports it, e.g. +Chrome. This saves your project as a series of individual files within a folder. Then when you +make changes, these will appear in source control tools as a series of smaller changes to +individual files. Construct's main project data files are in the text-based JSON format, which +works well for identifying and merging changes. Each team member can then submit their +changes, and these will all be merged in to a single folder-based project. If team members +submit contradictory changes, these tools also provide options to resolve the conflict. +When using source control, be sure to configure the tool to ignore .uistate.json files. +These are only used to restore the user interface (UI) state for individual team members, and +aren't meant to be shared. These files are also optional and can be deleted at any time +(although Construct's user interface will revert to defaults in places). Leaving these files out +of source control will make sure each team member's user interface remains as they prefer, +and avoids having to submit unnecessary changes. +It's also advisable to change the UID numbering project property to Random when collaborating +on projects. This changes UIDs assigned in the editor from incrementing (e.g. 1, 2, 3, 4...) to +random (e.g. 582953, 295630...). This helps avoid potential problems that may arise when two +people working on the same project create two different instances which each get assigned the +same UID. +Web services like GitHub also exist to simplify setting up and running source control, and these +too can be used with Construct folder projects. For a guide on how to set up working on a +Construct project on GitHub, see the tutorial How to collaborate on Construct projects with +GitHub. + +Page 23 of 1113 + + Construct 3 Official Manual + +TESTING PROJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/testing-projects + +To test your project during development, you can preview it by clicking the "play" icon in the main +toolbar, by selecting Menu►Project►Preview, by right-clicking a layout in the Project Bar and +selecting Preview, or by pressing F5. This will start your game from the current layout. +By default, starting a preview opens a popup window. You may see a message that the popup +was blocked. Clicking Try again normally works, but to permanently prevent the message +appearing you may need to change your browser's settings. Usually an icon or message will +appear somewhere in the browser interface indicating a popup was blocked; clicking this usually +provides a way to always allow popups for the current website. +In Menu►Settings, you can choose different preview modes. The three options are: +Popup window: as described above, opens a popup window to run the project in. +Browser tab: opens a new browser tab to run the project in. +Dialog: opens a dialog inside the Construct interface to run the project in. This does not use +a new browser window so is not subject to popup blockers, and does not include other +browser interface items like the address bar. However it cannot appear larger than, or +outside of, the Construct window. +If you select Preview again with a preview already running, the existing preview window or dialog +will restart and begin previewing the latest version of your project. + +Multiple preview windows +Sometimes it's useful to have multiple simultaneous preview windows open, such as for testing +multiplayer games. To open an additional preview window, hold Alt while clicking the preview +button, or use the Alt + 4 or Alt + 5 keyboard shortcuts to start an additional preview of the +project or layout, respectively. + +Other preview types +In the main toolbar, there is a dropdown arrow next to the Preview button that shows a menu +with more preview options. These can also be found in the Menu►Project submenu, or by rightclicking the project name in the Project Bar. + +Debug layout +This runs the current layout in a special debug mode. The debugger is a special development +tool which helps you inspect the state of the project (such as the value of expressions and +variables). It also provides diagnostic tools such as advancing the game frame-by-frame, + +Page 24 of 1113 + + Construct 3 Official Manual + +changing values, destroying objects, setting breakpoints in events, and more. This can bring +invaluable insight to how your project is working, particularly if you run in to a problem. For more +information see the manual section on the Debugger. + +Preview project +This starts a preview from the first layout in the project. This is either the first layout that +appears in the Project Bar, or whichever layout is set in the First layout project property. + +Remote preview +Paid plans only This allows you to preview your project on a different device. It is also useful for +testing different browsers on the same device. Starting a Remote Preview does not actually +directly run your game. It will open a window that provides a special URL you can use to load the +game, or a QR code to scan. All you need to do is open the URL on another browser or device, or +share the URL with someone else, or scan the QR code, and the project will start to load and run +in the browser. The project is loaded directly from your device using a peer-to-peer connection it is not uploaded anywhere else, but is still accessible from anywhere on the Internet. The game +is no longer available from the provided URL as soon as you close the Remote Preview window, +or press the Stop button. +You can dock the Remote Preview window somewhere else in the user interface, much like you +can with bars like the Project Bar and Properties Bar. This can be a useful way to keep it out of +the way when hosting a long-running Remote Preview session while continuing to edit the +project. When the Remote Preview window is resized to a narrow width it will use a simplified +display with less information to better fit in a bar docked to the side of the main Construct +window. +Once a different browser starts running the project by loading the Remote Preview link, it will +appear in the Remote Preview window as a connected client. You can have multiple copies of +the project running simultaneously. + +Page 25 of 1113 + + Construct 3 Official Manual + +You can view some basic system details and real-time performance information for connected +clients, including their browser and operating system, which layout they are on, the framerate +and approximate CPU usage (and approximate GPU usage if available), and their graphics +hardware. You can also click Request video to see a video stream of what that client can see. +There is also a dropdown to choose a different first layout in case you want to test a specific +layout with Remote Preview. +Like with a normal preview, you can update a remote preview by pressing the Preview button +again. This updates the version of the project available at the same URL. Existing clients will be +notified of an update and will see the update if they manually reload. Alternatively clicking the +Reload all button will force all clients to reload. If you want to switch to a different kind of +preview, such as the usual local preview or to use the debugger, then stop or close Remote +Preview before selecting a new preview option. +Clients who are viewing your project via Remote Preview will see notifications in the following +situations: +When the host updates the project, clients will see a notification indicating an update is +available. They must reload their browser to load the new version. +When the host closes the Remote Preview window or presses the Stop button, the remote +preview ends. Clients will see a notification that the host disconnected. Clients can continue +to run the project (they are not cut off), but if they reload the project will no longer be +available. +When the host starts or stops video the client will be notified. +Remote Preview allows you to instantly share your project to anyone in the world with an +Internet connection. This is particularly useful if you have remote testers or reviewers. On the +other hand you can use the remote preview URL on the same device for cross-browser testing, +such as using Remote Preview to test your project in Firefox while Construct runs in Chrome. In +Page 26 of 1113 + + Construct 3 Official Manual + +this case data is not sent over the Internet and is only transferred across the local system. +Similarly if you Remote Preview to a device on the same local area network (LAN), such as a +mobile device, most browsers will try to establish a local connection for data transfer ensuring +the project can load at a much faster LAN speed rather than transferring via the Internet. + +Page 27 of 1113 + + Construct 3 Official Manual + +PUBLISHING PROJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/overview/publishing-projects + +To publish a project, use the Menu►Project►Export option. Construct allows you to export to a +range of platforms, such as the web (HTML5), Android and iOS (via Cordova), and desktop apps +(via Windows/macOS wrappers or NW.js). Each platform has an accompanying tutorial to guide +you through how the exporter works and covering any exporter-specific settings. Note in some +cases fees may be involved, such as for developer subscriptions to allow uploading to app +stores, or for hosting web content if you don't already have a server. +Every kind of export has the following common settings: +Deduplicate images will search the entire project for identical images and remove the +duplicates. This helps save memory and reduce the download size by removing redundant +images. +Lossless format lets you choose what format to export images in your project set to use +lossless quality (i.e. perfect). +Lossy format lets you choose what format to export images in your project set to use lossy +quality (i.e. allowing some reduction in quality in order to allow a greater reduction in the file +size). +Optimize images will optimize all the lossless images in the project with enhanced +compression. This spends longer trying to compress images to an even smaller size. This +can make exporting take longer but sometimes significantly reduces the download size of +the exported project. This process is lossless, so is guaranteed to preserve the quality of all +your artwork. +Minify script will obfuscate and compress the main JavaScript file for your exported project. +This also helps reduce the download size, improves load time, and makes it significantly +more difficult to reverse-engineer the project. Normally Advanced mode is safe to use, but if +you use the scripting feature you may want to switch to Simple mode or adjust how you write +your code - see Exporting with Advanced minification in the scripting section for more +details. +Minifying script uses a cloud service, so you must be connected to the Internet for it to +work. + +Debug advanced mode is only intended for diagnosing possible problems with Advanced +mode - don't use it when publishing your finished project. + +Page 28 of 1113 + + Construct 3 Official Manual + +Each option helps optimise the exported project, but can make the export take longer. It is +recommended to enable deduplication, image optimization and script minification when +exporting the final finished project for publishing. However if you are simply doing a trial export, +you may wish to disable them to speed up the process. +Web-based export options also have a checkbox to enable Offline support. This is enabled by +default and allows all exported projects to continue to work offline after the first time they are +loaded (see Offline games in Construct for more details). However this can sometimes interfere +with testing if you are regularly updating a web-hosted project, so it can be disabled, but it is +recommended to leave it enabled when publishing for release. +Most export options will prompt you for additional settings specific to that exporter. For example +the Android exporter has a setting for the minimum supported Android version. +When the export finishes, you will be provided with a link to download a zip file containing the +final exported project. You can also view some statistics about the export, such as how much +download size was saved by image optimization (if it was enabled). The Export Manager can +also be used to find the last few exported projects and download them again. + +More information about publishing +The publishing process is different depending on the chosen export option. The Tutorials section +has guides to help you export to each platform. Here are some to get you started: +Publishing to the web +Publishing to the Scirra Arcade +How to publish mobile apps +Exporting to Windows +Exporting to macOS + +Page 29 of 1113 + + Construct 3 Official Manual + +THE MAIN MENU +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/main-menu + +Click the Menu button next to the main toolbar to access the main menu. Note the exact options +which appear in the menu depend on whether you have a project open, and whether you are +logged in. + +The menu structure, as a guest with a project open (which shows most options), is as follows: +Project +Save: save the current project to its last saved location. If it has not been saved before, +this will use the Default save location in Settings. +Save As (see Saving projects for more information) +Cloud save: save to a cloud storage service. +Save as single file (where supported by the browser): save to a local .c3p file +representing the entire project. +Save as project folder (where supported by the browser): save as multiple files in a +local folder, which is more suitable for large projects. +Save to local browser (where file/folder options are not supported): save to the +browser's storage on the device. +Download a copy: save a copy of the current project by downloading a file. +Preview: run a preview of the current layout. + +Page 30 of 1113 + + Construct 3 Official Manual + +Remote Preview: start a Remote Preview of the current project. See Testing projects. +Debug: run a preview of the current layout with the debugger. +Export: export the current project for publishing. See Publishing projects. +Close project: close the current project, prompting to save if there are any changes. +New: create a new empty project. +Open: open a previously saved project from the cloud, local browser, or a local file. See +Saving & sharing projects. +Guided tours: these are a series of interactive, step-by-step tutorials shown within the editor +itself. They're a great way to learn about the basics of Construct. +View +Bars: in this submenu, you can hide and show any of the bars visible in the interface. If a +bar is missing, use this menu to bring it back. +Start page: show or hide the Start Page. +Addon manager: open the Addon Manager to view and manage addons. See Installing +third-party addons. +Export manager: open the Export Manager dialog, which lists the last few exports and +allows you to download them again. +Account (see Using an account) +Register...: register a new account to use with Construct. +Log in: log in to an existing account. +Enter access code: enter an access code to allow temporary use of the full version of +Construct. This is typically used by educational institutions only. +View details: open a dialog displaying more information about the current account. +Get addons: visit the Addon exchange on the Construct website where you can find new +plugins, behaviors, effects and themes for Construct. +Asset Store: visit the Asset Store on the Construct website to find art assets, sounds/music, +templates, other software and much more. +Settings: customise Construct's settings to work the way you prefer. See Settings for more +information. +Help: opens this manual. +About: open a dialog displaying information about this version of Construct, as well as +credits, storage information and diagnostic details. + +Page 31 of 1113 + + Construct 3 Official Manual + +THE MAIN TOOLBAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/main-toolbar + +The main toolbar provides quick access to a few of the most commonly-used options in +Construct. It appears next to the main menu button. + +The main toolbar + +The main toolbar has the following buttons: +Save: save the current project to its last saved location. If the project has not been saved yet, +this defaults to Cloud Save. For more information see Saving & sharing projects. +Undo and Redo: undo the last performed action in the editor. After pressing undo, you can +then redo the action again. Click the dropdown arrow next to the button to see a list of the +undo or redo actions. Selecting an item from the list will undo or redo all the actions up to +the chosen item. +Preview: run a preview of the current layout. By default this opens a popup window; you may +be prompted to allow popups. Click the dropdown arrow next to the button to see a list of +other kinds of preview. For more information see Testing projects. The dropdown arrow +menu also allows changing the function of the button to one of the other options, such as +Debug layout. + +Page 32 of 1113 + + Construct 3 Official Manual + +BARS +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars + +In Construct, many features appear in Bars. These are the panes that appear at the sides of the +window by default. +Note that bars work differently on mobile devices. See Construct on mobile for more +information. +Bars can be rearranged in the interface to suit your tastes. Drag-and-drop a bar by its caption to +move it. They can be left "floating" (appearing on their own anywhere in the Construct window), +or "docked" to a side of the window, or with another bar. When you are dragging a bar, indicators +will appear on screen as you move it around, showing where you can dock it. Move the mouse +over one of the indicators and release the mouse button to dock the bar at that location. You can +dock bars over other bars, which creates a split view, or directly on top to create a tabbed view of +multiple bars. +You can reset the layout of the bars by clicking the Reset bars & dialogs button in Settings and +then reloading Construct. + +Opening separate windows +You can open bars in to a separate window and use them outside of the main window. This is +especially useful on multi-monitor displays, allowing you to move editors to other monitors. +To open a popup window, undock a bar so that it is floating. Then right-click in the bar's caption +at the top, and select Open to popup window. +When you close the popup window, the bar will automatically re-appear as floating in the main +window. + +Page 33 of 1113 + + Construct 3 Official Manual + +THE PROJECT BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/project-bar + +The Project Bar shows an overview of everything in your project. See Project Structure for a +summary of the different elements that make up a project, or the manual section on Project +Primitives for more detail. + +The Project Bar + +If something in the project has changed, it is displayed in italics. When you save the project, +everything reverts to normal text, indicating nothing has changed since the last save. +To view the project properties, select the project item. This is the item at the top of the Project +Bar with the name of the project. When you select it, the Properties Bar displays properties +affecting the whole project. You can also right-click the project item to show a list of options, +particularly the Tools submenu. + +Organising projects +The Project Bar can be used to arrange your project in to subfolders Paid plans only. Subfolders +can be added by right-clicking a folder and selecting Add subfolder. Then, you can drag and +drop folders and items to organise them in to folders. +You can hold Control or Shift to select multiple items and drag them in to a folder at the same +time. However you can only organise items in to folders of the same type, e.g. you can't drag an +event sheet in to a layout folder. + +Managing items in the project + +Page 34 of 1113 + + Construct 3 Official Manual + +Right-click any item in the Project Bar to show a list of options. Most items can be renamed and +deleted. Right-clicking a folder also has the option to add a new item to that folder, such as a +new layout or event sheet. Objects are more commonly added in the Layout View, but you can +still add them from the Project Bar too. + +Deleting objects +Deleting from the Layout View will not remove an object from the project completely. The only +way to fully remove an entire object type from the project is to delete it from the Project Bar. + +Searching the Project Bar +To search the Project Bar, simply type in the search field at the top of the bar. The contents of +the Project Bar will filter down to matching items as you type, helping you quickly find things in +your project. +Once you're done simply press Escape to clear the search and revert to the normal view of the +Project Bar. + +Importing audio +Right-click either the Sound or Music folders and select Import sounds or Import music to open +the Import Audio dialog. This allows you to pick audio files from your computer and import them +to the project. Construct will convert them to the necessary format to support all browsers. To +play back audio in your game, make sure you add the Audio object to the project. For more +information see Sounds & Music. + +Importing files +You can import additional external files to the project, including web fonts. These can be +categorised in to Videos, Fonts, Icons or the general-purpose Files folder. For more information, +see Project Files and Icons & splash. + +Previewing files +From the Project Bar, you can preview several kinds of files added to the project. Audio and video +files can be played back. Web fonts can be previewed with a dialog showing some text using the +font. SVG files can also be previewed. Other kinds of file can be viewed and edited using the file +editors Paid plans only. + +Page 35 of 1113 + + Construct 3 Official Manual + +THE PROPERTIES BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/properties-bar + +The Properties Bar is an essential of the interface. It displays a list of all the settings you can +change on whatever is selected. The picture below shows the Properties Bar displaying a +project's properties. + +The Properties Bar + +There are too many properties in Construct to list here. Instead, properties for different parts of +the project are documented in the relevant manual section. For example, layout properties are +described in the manual entry Layouts. +Properties are organised in to categories which can be expanded and collapsed. There are many +kinds of properties, including number fields, text fields, dropdown lists and clickable links. The +property name appears in the left column, and the editable value appears in the right column. +Whenever something in the project is clicked or selected, its properties display in the Properties +Bar. For example, selecting objects in the Layout View or clicking items in the Project Bar shows +the relevant properties in the Properties Bar. + +Things with properties +Some of the most important parts of the project with properties that you'll regularly modify are: +Projects +Layouts +Layers + +Page 36 of 1113 + + Construct 3 Official Manual + +Object instances +Many plugins, behaviors and effects have their own properties as well. See the Reference +section of the manual for information on those. +There is also a Help link displayed at the end of every property list. Click that to open the relevant +manual section for those properties. + +Property descriptions +All properties also have a description which provide additional information about what the +property is used for. This is displayed in a panel at the bottom of the Properties Bar. It is worth +keeping an eye on this since it can contain useful hints and tips. An example is shown below. + +Typing calculations +In number values, you can type calculations like 1920 / 2 and press enter to set the value to +the result of the calculation (960). The syntax used is the same as expressions used in events. +You can also use some basic system expressions like sqrt(64) . + +Dragging values +Number values can also be smoothly dragged with instant feedback in the Layout View. This is +useful to try out a range of values and easily see which is best. To do this, click and drag +vertically inside the number value cell. You can also hold Control or Shift while dragging to +increase or decrease the rate of change. If you have trouble getting this to work, try first clicking +inside the cell (which should select the text in the cell), and then click on the selected text and +drag vertically. + +Page 37 of 1113 + + Construct 3 Official Manual + +THE LAYERS BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/layers-bar + +The Layers Bar is used to add, edit and remove layers in a layout. A layer is like a sheet of glass +objects are painted on to. This allows easy arrangement of which objects display in front of +other objects, for example showing foreground objects in front of the background sprites. It also +allows for interesting depth effects like Z elevation or parallax, and layers can be individually +scaled and rotated as well. +Layers can be dragged and dropped in the Layers Bar to change their order. Layers at the +bottom of the list are displayed at the back (e.g. background objects), and layers at the top of +the list are displayed at the front (e.g. HUD objects). +Selecting a layer displays its properties in the Properties Bar and also sets it as the active layer +which new objects are inserted in to. + +The Layers Bar + +The Layers list +Each layer in the list has the following: +A checkbox to toggle whether the layer is visible in the editor (this does not affect the game +when previewing or exporting) +A padlock icon. Clicking this toggles the layer's locked status. If a layer is locked, objects on +that layer cannot be selected in the editor. This is useful to prevent accidental selections on +rarely-used layers like backgrounds. +An optional globe icon to denote global layers. +An optional tag icon to denote HTML layers. + +Page 38 of 1113 + + Construct 3 Official Manual + +A number to the right. This is a zero based index of the layer (the first layer is number 0, not +1). If you need to enter a layer number in the event system, this is the corresponding number. +You can also enter layer names in the event system, which is often more convenient since +unlike the numbers, the names don't change if you reorder layers. +You can right click a layer to see a menu of additional options, such as to add a new layer, +rename or delete layers, or shortcuts to show, hide, lock or unlock all layers (or all but the +selected one). Layers which are showing content from a global layer will show a context menu +option to go to the layout where the original global layer is in. + +Sub-layers +Layers can also be added as sub-layers of another layer. They can be added as sub-layers or +moved to be sub-layers via drag-and-drop. Sub-layers appear indented in the Layers Bar to show +they come under another layer, and the layer they belong to can be expanded or collapsed to +show or hide all its sub-layers. +Sub-layers can be used solely to help organize long layer lists, acting like layer folders. However +applying an effect to a layer will also affect all its sub-layers. This allows for more efficiently +processing effects (instead of having to add the same effect repeatedly to several layers), as +well as more advanced effect composition across different groups of layers. + +Object Z ordering +To modify the Z order (front-to-back order) of individual objects on a layer, use the Z Order Bar +Paid plans only. + +Page 39 of 1113 + + Construct 3 Official Manual + +THE TILEMAP BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/tilemap-bar + +The Tilemap Bar allows editing tilemaps in the Tilemap object from the Layout View. It provides +a toolbar with various tools and options, and a view of the current tileset image. + +The Tilemap Bar + +Basic usage +To add a tilemap and start editing it, follow these steps: +1 + +Add a Tilemap object to the layout and make sure it is selected + +2 + +Choose the Pencil or Rectangle tool from the Tilemap bar's toolbar + +3 + +Select a tile in the tileset showing in the Tilemap bar + +4 + +Click inside the Tilemap object to start drawing the selected tile + +You can hold shift and right-click a tile in the Layout View to pick that tile to draw with. You can +also hold shift and drag the right mouse button over a range of tiles to select that range of tiles +as a patch you can stamp out. +To stop editing the tilemap's tiles and return to normal layout editing, click the mouse cursor on +the Tilemap bar's toolbar to restore normal layout view selection. This also allows you to move +and resize the entire tilemap object. +If you have multiple tilemap objects, only the selected tilemap is edited. It is often useful to layer +tilemap objects directly on top of each other, in which case the tilemap to edit can be most easily +selected using the Z Order Bar Paid plans only or hiding/locking layers with the Layers Bar. +If you are dealing with small tiles, you can also zoom the tileset image using the toolbar buttons. +You can also access some of these options via a menu when right-clicking inside the Tilemap +Bar. +There are a range of keyboard shortcuts that can be used when editing tilemaps. For more +information, see the manual entry on Keyboard shortcuts. + +Page 40 of 1113 + + Construct 3 Official Manual + +If the bar is not visible anywhere in the UI, it can be opened by doing either of these: +1 + +In the main menu button make sure the View►Bars►Tilemap Bar option is ticked + +2 + +Right-click on a tilemap instance in the Layout View and choose the option Tilemap►Open +Tilemap bar... + +Toolbar tools +The Tilemap Bar's toolbar has the following options: +Normal layout view selection: stop editing tiles and select the Tilemap object like any other +object. +Pencil tile tool: draw tiles with the mouse. You can also select an area of tiles by dragging +across several tiles in the displayed tileset, and then use this tool to stamp that region of tiles +in to the tilemap. You can also hold shift and right-click to drag an area over the Tilemap +object to select a region of tiles to copy, or use the selection tool to do the same. +Erase tile tool: erase tiles from the tilemap so they appear as transparent space. Larger +areas can be erased by selecting a larger area of tiles in the tileset. A shortcut for erasing +single tiles is to right-click while another tool is selected. +Rectangle tile tool: draw a rectangular area of tiles by clicking and dragging in the Tilemap +object. You can also select a 3x3 area of tiles in the displayed tileset, and the tool will +automatically nine-patch the tiles. This also works for drawing single rows or columns with +smaller selections such as 1x3 or 3x1, where the first and last tile are the first and last in the +selection, and the rest are the middle tile repeated. +Fill tool: much like using a fill tool in an image editor, this allows filling a continuous area +with a new kind of tile. If multiple tiles are selected in the tileset, they are repeated over the +fill area. +Select tool: click and drag to select a range of tiles to use in the Tilemap object. Then switch +to another tool to use that selection. For example switching to the Pencil tool allows you to +stamp out copies of the selected range. A shortcut for this is to hold shift and right click and +drag an area while the Pencil tool is selected. The individual tiles in the selection will be +highlighted in the Tilemap bar +Auto tile tool: this tool uses predefined brushes to automatically place the correct tile as you +draw. Just pick the brush from the dropdown menu next to the tool's button and start using +it. The brushes that are created by default are configured to work properly with the default +tileset image. To create or modify brushes for use with different tilesets use the Tilemap +Brush Editor. +Patch tool: this tool uses brushes to draw a predefined set of tiles. Just pick the brush from +the dropdown menu next to the tool's button and start using it. The brushes that are created +by default work correctly with the default tileset image. To create or modify brushes for use +with different tilesets use the Tilemap Brush Editor. +Mirror: when using the Pencil tool, tiles will be placed flipped horizontally. This can also apply +to an entire patch of tiles. +Page 41 of 1113 + + Construct 3 Official Manual + +Flip: when using the Pencil tool, tiles will be placed flipped vertically. This can also apply to +an entire patch of tiles. +Rotate anti-clockwise: when using the Pencil tool, tiles will be rotated 90° anti-clockwise. +This can also apply to an entire patch of tiles. Click repeatedly to keep rotating tiles another +90°. +Rotate clockwise: when using the Pencil tool, tiles will be rotated 90° clockwise. This can +also apply to an entire patch of tiles. Click repeatedly to keep rotating tiles another 90°. +Reset transformation: restores tiles to no mirror, no flip and no rotation. +Zoom in, Zoom out, Reset zoom: adjust the zoom of the source tileset image displayed in +the Tilemap Bar. This is useful if you are dealing with particularly small tiles. +Save to TMX: export a zip with the current tileset image and the current tiles as a .tmx file +(as used by the Tiled editor). Note that Construct does not support all of Tiled's features, so +importing then exporting a TMX may lose some data, such as terrain definitions. Also since +in Construct a Tilemap object represents a single layer of tiles, the exported TMX file will also +only ever have one layer. +Load TMX: import a .tmx tilemap as used by Tiled. All the tiles in the object are replaced with +tile data from the TMX file. In Construct a Tilemap object represents a single layer of tiles, so +if the TMX file has multiple layers you will be asked which layer to import. To import all +layers, create a different tilemap object for each layer and import them separately. The tileset +image can also be replaced by choosing a new image file. Note you can also drag-and-drop +individual .tmx files, image files, and .zip files of both, in to the Tilemap Bar. This opens the +load TMX dialog with all relevant fields already filled in, so you only need to press OK. + +Editing tile collision polygons +Each tile can have an individual collision polygon which is used when testing for collisions with +the tilemap object. To edit a tile's collision polygon, double-click the tile in the Tilemap Bar. The +Animations Editor will open to edit that tile. You can use the collision polygon tool to edit the +tile's collision polygon. While the tool is active, you can also right-click and choose Toggle +collision polygon to disable collisions for that tile entirely, such as if it is for decorative purposes +only. +You can also use the image editing features of the Animations Editor to alter the image of the +tile. +When hovering the mouse over a tile in the Tilemap Bar, its collision polygon is shown as an +outline, if it has one. This helps you to quickly review the collision polygon set for each tile. + +Bulk editing +There are four context menu options to toggle the state of multiple collision polygons at the +same time, they are the following: + +Page 42 of 1113 + + Construct 3 Official Manual + +Enable selected tile collisions: enable the collision polygon of all the tiles highlighted in the +Tilemap bar. +Disable selected tile collisions: disable the collision polygon of all the tiles highlighted in the +Tilemap bar. +Enable all tile collisions: enable all the collision polygons of the tilemap. +Disable all tile collisions: disable all the collision polygons of the tilemap. +Using the Select tool will highlight the individual tiles in the Tilemap Bar, so it is easy to +toggle the collision polygon state of a group of related tiles after making a selection in the +tilemap instance. + +The Tilemap object +For more information on how to use tilemaps, see the manual entry on the Tilemap object. + +Page 43 of 1113 + + Construct 3 Official Manual + +THE TILEMAP BRUSH EDITOR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/tilemapbar/tilemap-brush-editor + +The tilemap brush editor +This editor is used to create, edit and delete auto-tiling and patch brushes for use with the +Tilemap Bar. +There are three types of brushes supported, the 16 tile auto tiling brush, the 47 tile auto tiling +brush and the patch brush. Brushes are created by default with each instance of the Tilemap +plugin. The default brushes are setup to work correctly with the default tilemap image. +When the editor is opened from the auto tiling tool it will show the first auto tiling brush in the +corresponding object type. If it is opened from the patch brush tool, it will show the first patch +brush in the corresponding object type. This is just for convenience as both types of brushes can +be edited regardless from which part of the UI the editor was opened from. + +Using the editor with auto tiling brushes +Here is a short summary on how to create, edit and use an auto tiling brush. +Step 1: Open the editor +Click the Edit brushes option from the dropdown menu of the auto tiling tool button in the +Tilemap Bar toolbar. + +Step 2: Create (or edit) a brush +Click the Add option from the editor's toolbar. + +Page 44 of 1113 + + Construct 3 Official Manual + +If you don't need to create a new brush, one of the existing ones can be picked from the first +dropdown in the editor's toolbar. + +Make sure the Type dropdown is either Auto 16 or Auto 47 if you want to create or edit an +auto tiling brush! + +Step 3: Make changes to an auto tiling brush +In order to properly set up an auto tiling brush, you will need to choose which tiles of the tileset +will go in each position of the template. To do that, click on the tile you want to change in the +template (left pane). If this is a new brush it's best to start with the top left tile. After clicking the +template tile, it will become highlighted. Then choose the tile from the tileset (right pane) that +will go in that position. +After doing that, the selected tile will be assigned to that position and the next tile in the +template will be highlighted. From here, all that needs to be done is to repeat the process until all +the tiles in the template have a value assigned to them. +After you are done you can use the "Toggle tiles" button in the toolbar to quickly review what +tiles have been assigned to each position of the template. +Toogle tiles button + +Page 45 of 1113 + + Construct 3 Official Manual + +Neutral Template Tiles + +Assigned Template Tiles + +Step 4: Using an auto tiling brush +Click the brush you want to use from the dropdown menu of the auto tiling tool button in the +Tilemap Bar toolbar. + +Make sure the auto tiling tool is activated (by clicking the main part of the button) and start +drawing on the tilemap instance as you would with any other tilemap tool. + +Using the editor with patch brushes +Creating and editing patch brushes is similar to auto tiling brushes, but since they perform +different tasks there are a few differences in the UI. +When the type of a brush is changed to "Patch" the top toolbar will include "Width" and "Height" +fields to set the size of the patch. The "Toggle tiles" button is not present when editing a patch +brush. +Asides from that, the process of selecting tiles for each position of the patch is the same as with +auto tiling brushes. + +Interface +This dialog is separated into 5 different panes which are described below. + +Page 46 of 1113 + + Construct 3 Official Manual + +Panes +Template: located in the top left, this pane shows the template of the auto tiling brush being +edited. Its purpose is to select the tile of the template to be modified. Clicking on a template +tile will update the Current tile, Assigned tiles and Tile properties panes. The template +shown will change depending on the type of the current brush. +Tileset: located in the top right, this pane shows the tiles being used by the tilemap object +type. Its purpose is to select tiles to assign to the currently selected template tile. Just +selecting a tile from here will assign it to the current template tile and move to the next. If +you bring up the context menu of a tile (e.g. by right-clicking), it is possible to assign multiple +tiles to the same template tile. The use of this feature is discussed later. +Current tile: located in the bottom left, this pane shows the current template tile. It is only a +visual aid and serves no other purpose. This pane is not shown when editing a patch brush. +Assigned tiles: located in between the Current tile and Tile properties panes, this pane +shows all the tiles assigned to a template tile. Selecting a tile from the list will update the Tile +properties panes with the appropriate values. From this pane it is possible to remove an +assigned tile using a context menu option. +Tile properties: located in the bottom right, this pane shows the properties of the currently +selected tile in the Assigned tiles pane. Tile properties are the following: +Probability: in the case there is more than one tile assigned to a template position, the +auto tiling and patch tools will pick one of the available tiles at random. This value +dictates the probability of a tile being picked over the others. +Toolbar +From left to right these are all the tools in the main toolbar. + +Page 47 of 1113 + + Construct 3 Official Manual + +Brush: dropdown to select a brush to edit from the existing ones. +Options: the button next to the brush dropdown, has three basic options to manage brushes: +Add, Rename and Delete. +Type: change the type of the current brush. Currently two types are supported: Auto 16, Auto +47 and Patch. Changing this setting will update the contents of the Template pane. +Width: The width in tiles of the patch brush being edited. This button is only present when +editing patch brushes. +Height: The height in tiles of the patch brush being edited. This button is only present when +editing patch brushes. +Undo: reverts the last change. +Redo: applies the last change. +Tiles toggle: this is a visual aid to quickly see the first tile assigned to each template tile. If a +template tile has nothing assigned the toggle will make no changes. This button is only +present when editing auto tiling brushes. +Background toggle: change the background color of the Template and Tileset panes +between a light and dark color. +Zoom in: zoom in the Template and Tileset panes. +Zoom out: zoom out the Template and Tileset panes. +Zoom reset: reset the zoom of the Template and Tileset panes. +Context Menus +Template pane +Zoom in +Zoom out +Zoom reset +Help +Tileset pane +Add tile(s): Add additional tiles to be used in a template position in addition to the first +one. Multiple tiles might be added and will be visible in the Assigned tiles pane +Set brush with selection: Set all the tiles in the template at once with the current +selection. This option clears any previous existing tiles in the template. +Zoom in +Zoom out + +Page 48 of 1113 + + Construct 3 Official Manual + +Zoom reset +Help +Assigned tiles pane +Remove Tile: Remove the selected tile from the list of tiles available to the corresponding +template tile. +Help + +Using multiple tiles on a template position +As mentioned earlier, it is possible to assign multiple tiles to a template position. The result of +this is that for the positions where multiple tiles have been chosen, the auto tiling and patch +tools will pick one of them at random when needed. This is useful to create more varied tilemap +layouts without having to manually edit tiles one at a time. +The following image shows how would you add an additional tile to the selected template +position. + +Next you can see how the editor would look like after adding multiple tiles to the same template +position. + +Page 49 of 1113 + + Construct 3 Official Manual + +Using the Probability property of each tile, found in the Tile properties pane, it is possible to +adjust which of the tiles is more or less likely to be chosen by the auto tiling and patch tools. +Keep in mind that all tiles with the same probability value will have the same chance of being +chosen. For example, two tiles with 100% probability results in each tile having 50% chance of +being chosen when using the auto tiling or patch tools. + +Page 50 of 1113 + + Construct 3 Official Manual + +THE Z ORDER BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/z-order-bar + +Paid plans only The Z Order Bar allows precise control over which objects appear in front of +others. Although Construct is a 2D engine, the term Z order is used to refer to the display order +of each individual object. + +The Z Order Bar + +To open the Z Order Bar, either right click in the Layout View and select Z Order►Open Z Order +bar..., or tick the check at Menu►View►Bars►Z Order. + +The Z Order list +Instances are listed in the Z Order bar in front-to-back order, i.e. instances at the top of the list +appear at the front, and instances at the bottom of the list appear at the back. Instances are +grouped by the layer they belong to. +If no objects are selected, the Z Order Bar displays all instances in the layout. If some instances +are selected in the Layout View, the list is filtered down to only those instances and any other +instances overlapping them. This makes it convenient to see the relative Z order of a small area +without having to take in to account the rest of the layout. + +Identifying instances +With lots of the same instances in the list, it can sometimes be difficult to tell precisely where a +particular instance occurs in the list. To help identify each instance, its UID (unique identifier) +appears after its name, e.g. Player 41 (meaning a Player instance with UID 41). +Instances in the list which were selected in the Layout View are also selected in the Z Order bar. +Selecting instances from the Z Order Bar itself will also select objects in the Layout View and +show their properties, but will not affect the filtering of the list. + +Page 51 of 1113 + + Construct 3 Official Manual + +Sprite objects which have a different initial image set by changing the Initial frame or Initial +animation properties also display an icon for that initial image in the Z Order list. +Instances can be double-clicked to make them flash briefly in the Layout View. Alternatively an +instance can be right-clicked and then Flash this instance selected. This helps visually identify +the instance in the layout. +The context menu also has the option Scroll selection into view, which will make the Layout View +change it's scrolling to show all the selected instances. + +Editing the Z Order +To move an object in the Z Order - adjusting which other objects it appears in front or behind drag and drop it in the list. You can also move objects to other layers this way. You can also +select multiple objects by holding Control or Shift and drag them all as a block to another layer +or location in the Z Order. When doing this, the relative order of the selection is also preserved. +If you want to add, remove or reorder layers themselves, use the Layers Bar instead. + +View options +You can right-click the Z Order Bar and select Show active layer only. This further filters down the +list to only display objects on the current active layer (the selected layer in the Layers Bar), which +can be useful when working with a single layer. + +Page 52 of 1113 + + Construct 3 Official Manual + +THE TIMELINE BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/timeline-bar + +The Timeline Bar shows the currently active timeline. Through this control you can add and +remove instances and other types of tracks to a timeline, and edit its properties. + +Using the Timeline Bar +Here's a summary of how to use the Timeline Bar. A project can have multiple timelines, each +timeline can have multiple instances, and each instance can have multiple property tracks. +Tracks then use keyframes to mark points in a timeline. Timelines can also have nested +timelines to produce more complex structures. Other types of tracks that do not directly +reference instances are supported, those are not covered in this quick start guide. + +Step 1: create a timeline +With the Timeline Bar open, you can create a timeline with any of the following methods: +Right-click Timelines folder in the Project Bar and select Add timeline +Right-click in the Layout View and select Timeline►Add timeline + +Page 53 of 1113 + + Construct 3 Official Manual + +Project Bar context menu + +Layout View context menu + +Step 2: add an instance +Once you have a timeline, add an instance to it with any of these methods: +Use the add + button in the toolbar to bring up a dialog from which to choose instances to +add +Drag & drop instances from the Layout View into the bar +Right click selected instances in the Layout View and select Timeline►Add to timeline +Use the Track►Add instances option in the + split button +Add instances split button + +Layout View context menu + +Step 3: add keyframes +Adding an instance adds property tracks for the position (X and Y co-ordinates). The next step is +to add some keyframes, which you can do by following these steps: +1 + +Turn on Edit Mode by pressing the pencil button in the toolbar + +Page 54 of 1113 + + Construct 3 Official Manual + +2 + +Move the current time marker to the position in the timeline where you want to create keyframes. +This can be done by either clicking on the time ruler or by dragging the red line marker. + +3 + +Make changes to the instances you want to animate + +4 + +Use the Set keyframes toolbar button, the S keyboard shortcut or right click in the Layout View +and select Timeline►Set keyframes + +Edit mode button + +Set keyframes button + +Current T + +Following those steps you should be able to setup the most basic timeline. + +Previewing a timeline +The timeline can be previewed in the editor by pressing the Play button in the toolbar or by +scrubbing the current time marker (press and hold Ctrl or Cmd while scrubbing to move the +marker without previewing the timeline). +Playback Controls + +Controlling timelines in events +You can control the timeline in your events using the Timeline Controller plugin. + +Page 55 of 1113 + + Construct 3 Official Manual + +Timeline Controller Plugin + +Timeline Events + +Edit mode +When edit mode is turned on with the edit toolbar button, the selection boxes in the Layout View +change color and the properties which can be animated with the timeline are highlighted in the +Properties Bar. The highlighting only happens for instances which are part of the current +timeline. Properties which are not highlighted in edit mode cannot be animated with a timeline. +After finishing editing a timeline remember to turn the mode off as changes made in this mode +are only relevant to the active timeline, rather than the whole project. +Highlighted Properties + +Highlighted Selection + +Page 56 of 1113 + + Construct 3 Official Manual + +Updating keyframes +To update keyframes, place the current time marker on top of the keyframes you want to update, +make the necessary changes, and set the keyframe again, either by the toolbar button, keyboard +shortcut or by the Layout View menu option. +Right-click master keyframes to update all the corresponding property keyframes with the +current instance values. +Right-click property keyframes to individually update them with the current instance values. +Additionally, the X and Y properties of any instance can also be updated directly from the Layout +View by dragging the handles for the keyframe. + +Drag & drop +There are various places in which it is possible to use a drag and drop workflow when using the +Timeline Bar. +To add new instances directly to the timeline from the current active layout. Drag the +instances from the Layout View and drop them on a Timeline. +To sort the different elements of the timeline that are represented by a row, such as a track. +To add a nested timeline in the current timeline by dragging it from the Project bar. +To update the starting offset of a nested timeline. +To update the position of master keyframes and property keyframes. Notes on dragging +keyframes: +Dragging a master keyframe updates it's position and the position of all related property +keyframes. +Dragging a property keyframe by itself creates a new one at the new position, along with +a corresponding master keyframe. Since property keyframes do not exist by themselves +there is no notion of just moving them by themselves. The only way to move a property +keyframe is to move the corresponding master. +Holding Shift while dragging a master keyframe will duplicate them and all related +property keyframes in the new position. + +Auto keyframing +Page 57 of 1113 + + Construct 3 Official Manual + +By toggling auto keyframes, keyframes will be added to the timeline at the position of the current +time marker, as soon as changes are made in either the Properties bar or the Layout view. + +Note on animating Sprite plugin instances +It is possible to animate the current frame of a Sprite plugin instance by animating it's initial +frame property. +When animating in this way make sure that the Sprite's normal animation is stopped as it would +interfere with the changes made by a timeline. Likewise if you are just using a Sprite's regular +animations, playing a timeline that changes the initial frame will cause un-expected results. +The two methods of animation can not coexist, you have to choose one over the other. +It is also possible to change the current animation a Sprite plugin instance will show at runtime +by animating the initial animation property. + +More information +For more details on a timeline's capabilities, properties and related objects see the Project +Primitives section on timelines. +See the Timeline Controller plugin manual entry for more information on the actions, conditions +and expressions available for controlling timelines. +The Timeline Bar has various keyboard shortcuts which are listed in the manual entry Keyboard +shortcuts. + +Page 58 of 1113 + + Construct 3 Official Manual + +INTERFACE +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/timelinebar/interface + +Toolbar + +The buttons are described from left to right. +Add instances: Brings up a dialog to add instances which are not already part of the current +timeline. +Timeline►add timelines option inside the Add instances split button. Brings up a dialog +to add a nested timeline. +Timeline►add subfolder option inside the Add instances split button. Will add a timeline +folder to the root of the current timeline. +Track►add instances option inside the Add instances split button. Does the same as the +main button. +Track►add value option inside the Add instances split button. Adds a value track to the +root of the timeline. +Track►add audio option inside the Add instances split button. Adds an audio track to +the root of the timeline. +Track►add subfolder option inside the Add instances split button. Will add a track folder +to the root of the current timeline. +Edit mode: Turns on timeline editing mode. +Set keyframes: Set keyframes at the current time marker. Keyframes will be set in all tracks +which have an instance with any meaningful change. Only works while in editing mode. +Auto keyframes: Enable to set keyframes automatically in the current time marker as +changes are made. Keyframes are only set in the corresponding tracks for the changes +made. Only works while in editing mode. +Cut: Cut the current selection of keyframes. +Copy: Copy the current selection of keyframes. +Paste: Paste the current selection of keyframes relative to the current time marker. If no +tracks are selected each keyframe is pasted in it's respective track. If there is a selection of +tracks, an attempt is made to copy as many keyframes as possible into the correct tracks. If +a keyframe does not fit in any track, it is ignored. +Move to first keyframe: Moves the current time marker to the first master keyframe +Page 59 of 1113 + + Construct 3 Official Manual + +Move to previous keyframe: Moves the current time marker to the nearest master keyframe +moving backwards +Preview: Start a preview of the current timeline. +Stop: Stop the preview of the current timeline. +Move to next keyframe: Moves the current time marker to the nearest master keyframe +moving forwards. +Move to last keyframe: Moves the current time marker to the last master keyframe +Previous timeline: Go back to the previously focused timeline in a nested structure. Hidden if +there are no nested timelines. +Next timeline: Go to the next timeline in a nested structure. Hidden if there are no nested +timelines. + +Toggles +These are the four options at the left most side of the bar. These affect not only the timeline +element in the same row, but also any elements under the same hierarchy. If a row does not +have a checkbox, the corresponding element does not support the property. +Visibility: The checkboxes under the eye icon. These will toggle the visibility of the +corresponding timeline track instance. The setting only takes effect while edit mode is turned +on. +Lock: The checkboxes under the padlock icon. These will toggle the lock state of a timeline +element. Locked elements cannot be edited. Locked elements can't be edited and have a +grey highlight when selected in the layout while timeline editing mode is turned on. +Enable: The checkboxes under the checkmark icon. These will toggle the enable state of a +timeline element. This setting affects the timeline at runtime. Disabled timeline elements are +not taken into consideration when the timeline is interpolating values. +Show UI Elements: The checkboxes under the joined dots icon. Using these toggles you can +show and hide the layout UI elements associated with the instance. This includes paths lines, +keyframe handles and cubic bezier handles. This can be useful when working with timelines +which have many different elements. + +The icons themselves can be clicked to modify the whole column. + +Time markers +Page 60 of 1113 + + Construct 3 Official Manual + +These are the three vertical lines in the right most section of the bar. +Current time: The red line. Change its position to the place in the timeline you wish to add +new keyframes. The marker can be dragged directly or by clicking on the time ruler and +dragging. Dragging the marker will produce a preview of the timeline, provided that edit mode +is turned on. Holding Ctrl/Cmd while dragging the marker to prevent the timeline from being +previewed. Can also be changed from the Properties Bar when it is showing timeline +properties. +Total time: The green line. Indicates the total time the timeline takes to play to the end. Can +be dragged directly like the current time marker and changed from the Properties Bar when it +is showing timeline properties. This marker represents the total time of the top most timeline +only, if there are nested timelines, those are not represented by this line. + +Compound time: The blue line. Indicates the total time a timeline has from start to finish +including all of it's nested content. This marker can not be dragged and is just shown as +reference. It won't be visible if there is no nested content or if the total time of the main +timeline is enough to hold all of it's children. + +Timeline elements +These are the parts that make up a timeline. When selected, these elements will show their +properties in the Properties Bar. +Track: Represented as a row with an icon of the corresponding instance. Tracks can be +moved to and from track folders or the root of the timeline by dragging and dropping. +Master keyframe: Represented by black dots in the same row as the track they are +contained by. A master keyframe's main role is to serve as a control to modify corresponding +property keyframes in bulk. +Property track: Represented as a row with an icon of the corresponding property being +affected by the track. They can be moved to and from property track folders or the root of + +Page 61 of 1113 + + Construct 3 Official Manual + +the parent track by dragging and dropping. They can not be moved outside of their parent +track. +Property keyframe: Represented by light blue square in the same row as the property track +they are contained by. +Track folder: Represented as a row with an icon of a folder. These are used to organise +elements in a timeline, should it be needed. A track folder can have nested tracks as well as +other track folders. They can be moved to and from track folders or the root of the timeline +by dragging and dropping. +Property track folder: Represented as a row with an icon of a folder. These are used to +organise elements in a track, should it be needed. A property track folder can have nested +property tracks as well as other property track folders, they can be moved to and from +property track folders or the root of the corresponding track by dragging and dropping. +Property track folders can not be moved outside their corresponding track. +Nested timeline: Represented as a row with the icon of a timeline, these act like a folder for +all the content inside and can be expanded and collapsed as such. Nested timelines can be +moved to and from timeline folders or the root of the parent timeline by dragging and +dropping. There are several details specific to nested timelines which are discussed later. +Timeline folder: Represented as a row with an icon of a folder. These are used to organize +nested timelines in a parent timeline. Timeline folders can only exist as children of the main +timeline or nested inside other timeline folders. +Timeline offset handle: Represented by a rectangle in the same row as the corresponding +nested timeline. It's width represents the total playback time of the corresponding timeline +and is positioned to be able to see, at a glance, when will the nested timeline will start and +finish in relation to the parent. It can be dragged to adjust the starting time of the nested +timeline in relation to the parent timeline. +Value Track: Represented as a row with a name. Value tracks can be moved to and from +track folders or the root of the timeline by dragging and dropping. They can only have one +property track and are not associated with any instance. Must be used in tandem with the +Timeline Controller plugin in order to query their value at runtime. +Audio Track: Represented as a row with a name. Audio tracks can be moved to and from +track folders or the root of the timeline by dragging and dropping. They can only have two +property tracks, one representing the audio file and another optional one to change the +volume as the timeline progresses. They are not associated with any instance. + +Page 62 of 1113 + + Construct 3 Official Manual + +CONTEXT MENUS +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/timelinebar/context-menus + +Elements context menus +All the timeline elements have context menu options that will come up by right-clicking on them. +Right-clicking on any part of the Timeline Bar which does not reference any particular element, +such as the section showing the name of the current timeline or the time ruler, will bring up a +menu with options that affect the timeline itself, rather than any of its elements. +Here is a list with all the available options for each element. The more obvious ones such as +Delete are not be described. +Timeline: +Timeline►Add timelines Bring up a dialog to add nested timelines to the root of the +current timeline. +Timeline►Add subfolder Add a timeline folder to the root of the current timeline. +Track►Add instances Bring up a dialog to add instances that don't already belong to the +current timeline. +Track►Add value Add a value track to the root of the current timeline. +Track►Add audio Add an audio track to the root of the current timeline. +Track►Add subfolder Add a track folder at the root of the current timeline. +Delete: Only shown for nested timelines. Deletes the timeline from the parent, but not +from the project. +Focus: Only shown for nested timelines. Gives focus to the timeline in the nested +structure. +Track: +Add properties: Bring up a dialog to manually add empty property tracks. +Add subfolder: Add a property track folder to the root of the track. +Swap instance: Brings up a dialog from which to choose instances that can be used to +replace the existing one. +Delete +Master keyframe: +Update: Update all the corresponding property keyframes. +Disable: Disable all the corresponding property keyframes. + +Page 63 of 1113 + + Construct 3 Official Manual + +Enable: Enable all the corresponding property keyframes. +Delete +Add missing property keyframes: Add any missing property keyframes under the +specified master keyframe. +With interpolated values: The new property keyframes are given the values that the +timeline would generate at that point. +With current values: The new property keyframes are given the values currently held +by the instance. +Track folder: +Add instances from selection: Add all the instances currently selected in the Layout +View directly as children of the track folder. +Add instances from dialog: Bring up a dialog to add instances which are not already part +of the timeline, directly as children of the track folder. +Add subfolder +Rename +Delete +Property track: +Convert to scale: Convert width and height property tracks to corresponding scale X and +scale Y property tracks. +Convert all to scale: Convert all width and height property tracks in a timeline to the +corresponding scale X and scale Y property tracks. +Convert to size: Convert scale X and scale Y property tracks to corresponding width and +height property tracks. +Convert all to size: Convert all scale X and scale Y property tracks in a timeline to the +corresponding width and height property tracks. +Delete +Property keyframe: +Update: Update the value of the property keyframe with whatever value the +corresponding instance has at the moment. +Disable: Disable the property keyframe. A disabled property keyframe is not taken into +account when playing the timeline. +Enable: Enable the property keyframe. +Delete +Property track folder: +Add properties: Bring up a dialog to manually add empty property tracks for the +corresponding track. The new property tracks are directly added as children of the +property track folder. + +Page 64 of 1113 + + Construct 3 Official Manual + +Add subfolder +Rename +Delete +Timeline folder: +Add timelines: Bring up a dialog to add a nested timelines to the timeline folder. +Add subfolder +Rename +Delete +Common options: +Cut: Cut the current keyframe selection +Copy: Copy the current keyframe selection +Paste: Paste keyframes using the current time marker as reference. If no tracks are +selected at the moment of pasting, the keyframes will be added in their respective tracks. +If there are tracks selected at the moment of pasting, an attempt is made to paste the +keyframes into the tracks they would fit best. If there are keyframes in the selection +which can't be fit anywhere, they are ignored. +There is also the Set keyframes option that will show up in any menu provided there is at least a +track, track folder, property track or property track folder selected. This will add keyframes at the +position of the current time marker with the values the corresponding instances currently have. If +there are already keyframes at the current time marker position, they will be updated with the +most recent instance values. + +Timeline bar context menu +Aside from the above options, there are some common options which show up in all menus and +are specific to the Timeline Bar itself. +Timeline: +Add timelines: Bring up a dialog to add nested timelines to the root of the current +timeline. +Add subfolder: Add a timeline folder to the root of the current timeline. +Track: +Add instances: Bring up a dialog to add instances that don't already belong to the current +timeline. +Add value: Add a value track to the root of the current timeline. +Add audio: Add an audio track to the root of the current timeline. +Add subfolder: Add a track folder at the root of the current timeline. +View: +Default: Show the default view of the bar +Page 65 of 1113 + + Construct 3 Official Manual + +Animation modes: Show the animation mode used by each element of the timeline +Result modes: Show the result mode used by each element of the timeline +Eases: Show the ease function that are currently in use in between each pair of +keyframes +Path modes: Show which path mode is in use in between each pair of keyframes +Scale: Change the zoom level of the bar. This is an editor only setting and will not affect the +playback of a timeline. +The Properties Bar also shows most of the above options as properties. This allows you to see +at a glance which settings are used all across the timeline, and offers a convenient way to +change them as well. + +Page 66 of 1113 + + Construct 3 Official Manual + +LAYOUT VIEW EDITING +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/timelinebar/layout-view-editing + +When edit mode is on, the Layout View will show handles indicating the path an instance will +take as the timeline is played. The handles are only shown for X and Y properties, as those are +the only that can really show any form of useful visual feedback. The handles can be used to +update the path of the corresponding instance. +Additionally, when setting the Path mode property to Bezier Curve, more handles will appear to +edit the path between each pair of keyframes as curves. +There are three types of handles that can be distinguished by color and size +Large Blue: These represent the keyframe X and Y properties. Can be moved to update the +corresponding keyframes. If there is no property keyframe for either the X or Y properties, the +handle will only be able to move in one axis. +Small Green: These show up when the Path mode property between a pair of property +keyframes is set to Cubic Bezier and represent the first anchor point of a curve. If there is no +property keyframe for either the X or Y properties, the handle will only be able to move in one +axis. +Small Red: These show up when the Path mode property between a pair of property +keyframes is set to Cubic Bezier and represent the second anchor point of a curve. If there is +no property keyframe for either the X or Y properties the handle, will only be able to move in +one axis. +Aside from the handles, there are a few different lines that show up when the Layout View tool is +turned on: +Blue: These line represents the path instances will take as the timeline is played. +Grey: These lines are just visual connection between keyframes to help identify their order in +the timeline. +Red: These appear to show which pair of keyframes an instance is currently between, and +also to indicate that new keyframes can be added at that position. +Green: These appear when the current time marker is on top of a master keyframe in the +Timeline Bar. If the Set Keyframes option is used now, all the keyframes at that position will +be updated. + +Show UI Elements Toggle +When creating a timeline with many different instances it can become confusing to edit their +paths if all the UI elements mentioned above are visible for all the instances at the same time. + +Page 67 of 1113 + + Construct 3 Official Manual + +With this toggle you can hide the UI elements for the instances you are not interested in and only +show the ones you want. +Further more, if you make a master keyframe selection in the Timeline bar, the layout will only +show the corresponding UI elements for those specific master keyframes. + +Page 68 of 1113 + + Construct 3 Official Manual + +NESTED TIMELINES +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/timelinebar/nested-timelines + +It is possible to nest timelines inside another parent timeline, this allows for coordination +between timelines without the need of events. When a timeline is shown as nested inside a +parent it works largely the same, some exclusive bits of UI are introduced as well as some +differences when compared to the main timeline. + +Adding nested timelines +First you will need to create more than one timeline in the project, after doing that you can do +any of the following: +Drag a timeline from the Project Bar into the Timeline Bar to nest it in the currently active +timeline. +Use the sub option Timeline►Add timelines of the + split button in the toolbar to bring up a +dialog from which to choose timelines to add. +Right-click on empty space in the Timeline Bar to bring up a context menu for the current +timeline and use the option Timeline►Add timelines. +The image below shows how a nested timeline shows up in the Timeline Bar, after the main +timeline elements and separated by two horizontal lines (highlighted in red). You can also see +the nested timeline rows have a grey background to indicate they are not the main focus of the +bar. A few other UI elements unique to nested timelines appear as well, continue reading for +more details. + +It is not possible to nest timelines that would produce recursive structures. Attempts to do +so will just be ignored. + +Editing nested timelines +Focus + +Page 69 of 1113 + + Construct 3 Official Manual + +While a timeline is shown as nested content most editing can be done on it as in the main +timeline. This includes, editing through the Properties Bar, moving keyframes, deleting keyframes +and changing the starting offset. Adding instances and adding keyframes is not directly available +to nested timelines though. In order to do those actions the nested timeline must have focus. +Giving focus to a nested timeline is easy, you can do one of the following: +Double-click the corresponding nested timeline row. +Right-click the corresponding nested timeline row and use the focus option. +In the image below you can see the nested timeline having focus. Now all of it's content have a +white background, while the rows that don't belong to it have a grey background. The timeline +with focus is the only that will accept changes relating to adding instances, keyframes or +updating keyframes. + +Toolbar arrow buttons +The left pointing arrow is used to go to the last timeline which had focus, the right pointing arrow +is used to go to the next timeline which had focus. These buttons are only shown if there are +nested timelines in the current main timeline, otherwise they are hidden. + +Starting Offset +The starting offset handle is the line that can be seen in the same row as the top most element +of a nested timeline. It is positioned to show where the nested timeline will start playing in +relation to the parent, and it is sized according to it's total time. +Similar to keyframes, dragging this handle allows you to change the starting offset of the nested +timeline. + +Layout view feedback +Page 70 of 1113 + + Construct 3 Official Manual + +When a timeline with nested content is previewed in the layout, everything works as expected, +but the instances which don't have focus have slightly different feedback. +The instances and timeline UI elements which don't have focus, are shown with slightly +transparent colors. + +Page 71 of 1113 + + Construct 3 Official Manual + +THE BOOKMARKS BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/bookmarks-bar + +Paid plans only The Bookmarks Bar shows an overview of all the bookmarks in the project. +Bookmarks are a way of marking and quickly moving between events in the Event Sheet View. + +The Bookmarks Bar + +In the Event Sheet View, bookmarks can be toggled by pressing F2 or right-clicking and selecting +Toggle bookmark. Bookmarks can also be navigated between with Ctrl+F2 (for next bookmark) +and Shift+F2 (for previous bookmark). Alternatively you can double-click the bookmark listed in +the Bookmarks Bar. You can also right-click a bookmark listed in the Bookmarks bar to navigate +to it, remove it, or remove all bookmarks in the project. The Delete key can also be used to +remove bookmarks. +As with all bars, the Bookmarks Bar can be docked anywhere in the user interface or left floating +as an individual window. +Bookmarks are listed in the order they occur in the project: first by event sheets in the order they +appear in the Project Bar; then by their sequence within the event sheet. Each bookmark listed +shows a description by it, if possible. For example a bookmarked group will show the title of the +group, a bookmarked variable will show the name of the variable, and a bookmarked event will +show some text from the first condition of the event. If the bookmark position has an event +number, it is also shown, and the event sheet the bookmark belongs to is also listed. + +Page 72 of 1113 + + Construct 3 Official Manual + +THE FIND RESULTS BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/find-results-bar + +Paid plans only The Find Results Bar is displayed either when you search for text in an event +sheet (using Ctrl + F or Event sheet►Find...), or when you use the Find all references feature +(e.g. via the Project Bar to search for an object type's references). The results are listed with +highlighting and information about their location, and they can be used to navigate to the result +in the project. + +Find results for 'Find all references' + +Find results for a search term + +There are various different kinds of find results. These can be text matches for text searches, +event matches for Find all references, instances on a layout, family members, and more. +Normally navigating to a result locates and selects the relevant event in the Event Sheet View or +line of text in a project file. However other types display in different ways; for example navigating +to a reference which indicates a number of instances on a layout will instead open the Layout +View, select those instances, and adjust the scroll and zoom so all the instances are visible onscreen. +To navigate to a result, double-click on it, or right-click and select Go to. This allows you to +review the result in its original context. + +Page 73 of 1113 + + Construct 3 Official Manual + +Results can also be removed via the right-click menu or the Delete key, or the results cleared +entirely. You can also choose Redo search to update the results with the latest state of the +project. +There are various other search options in the toolbar at the top of the bar. This includes extra +options like a secondary search term to filter the results list by, and search location and case +sensitivity options when searching by text. +Finding in projects, especially Find all references, is an excellent way to review large projects. It +can also provide helpful reminders about what you've used and where. It's also a good way to +check if something is unused and so can be safely deleted. + +Ambiguous results +In some cases, Find all references is unable to determine if a reference is a match or not. For +example if you use the system Create object by name action to create an object with a name +based on TextInput.Text the editor doesn't know what the value at runtime will actually be, +because it can't predict what the user will type in to the text input. It's possible it could refer to +the object being searched for, but it can't be certain. +To handle these cases, they are listed anyway so you can check them yourself. Ambiguous +results appear with a question mark icon to indicate they are not certain results. You can also +choose to hide all such results by unchecking Show ambiguous in the toolbar. +One reason to avoid heavy usage of dynamic features like Create object by name is to avoid +clogging up the Find all references results with ambiguous results that can't be proven to refer to +one object or another. The standard Create object action, on the other hand, uses an object +picker instead of a string expression. This means the editor does know in advance what kind of +object will be created, and thus can list it accurately when using Find all references. + +Page 74 of 1113 + + Construct 3 Official Manual + +INSTANCES BAR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/bars/instance-bar + +The Instances Bar shows all the instances in the current layout at a glance, it can be very useful +in large or busy layouts to quickly find specific instances. +You can also use folders to group related instances together. Hierarchies are shown as a tree +structure to quickly tell which instances are where in complex structures. + +To open the Instances Bar tick the check at Menu►View►Bars►Instances Bar. + +Folders + +Page 75 of 1113 + + Construct 3 Official Manual + +To add a folder right-click anywhere in the bar and choose the appropriate option from the +context menu. + +Once a folder is created you can drag & drop instances in and out of them by dragging the items +in the bar. +It is also possible to drag instances into a folder directly from the Layout View. +The order in which instances appear in the bar can also be altered by dragging and dropping. +The order of the instances and the folder structure shown by the Instances Bar are only +relevant for visual organization in the editor, it doesn't matter at runtime. + +Hierarchies +Hierarchies can be set directly in the bar by dragging and dropping items on top of each other. +Dragging an instance from the Layout View on top of an item in the bar will also work for this +purpose. + +Page 76 of 1113 + + Construct 3 Official Manual + +Hierarchy in the Instances bar + +Hierarchy in the Layout View + +Context menu options +Common +These options are shown with any context menu in the bar. + +Add folder: adds a new folder. +Expand / Collapse: expand or collapse all items with nested content. +Show more information: show additional information about each instance. +Hierarchies: show an icon next to instances which have children. In the case an instance +has a parent in a different layout (which can happen when working with global layers), +that layout will also be shown next to the item. + +Page 77 of 1113 + + Construct 3 Official Manual + +Meshes: show an icon next to instances which have a mesh and also show the +horizontal and vertical size of the mesh. +Layers & Layouts: show an icon indicating if the layer is global and the name of the layer +the instance belongs to. If the layer is not part of the current layout, also shows the +layout the layer is coming from. +Clicking the layer name will make it the currently active layer. +Plugin: show the icon and the name of the plugin. +Templates: template and replica instances show a unique icon as well as the +corresponding template name. +Timelines: show an icon next to instances belonging to a timeline as well as the names +of the timelines the instance belongs too. +Clicking the lower part of the bar also shows this menu. + +Folder +These options are shown when showing a context menu for a folder. + +Rename: rename the selected folder. +Delete: delete the selected folders. +Select all instances: select all the instances in the folder. + +Instances +These options are shown when showing a context menu for an instance or group of instances. +Some are equivalent to the context menu options with the same names found on context menus + +Page 78 of 1113 + + Construct 3 Official Manual + +of the Layout View. + +Timeline: shown for all instances as long as there is a timeline in the project. Will have +different options depending on how the instance relates to the current timeline. This is the +same as the equivalent Layout View context menu option. +Tilemap: only shown for Tilemap plugin instances. This is the same as the equivalent Layout +View context menu option. +Z Order: shown for all instances. This is the same as the equivalent Layout View context +menu option. +Hierarchy: shown for instances that are already part of a hierarchy or when selecting +multiple instances. This is the same as the equivalent Layout View context menu option. +Template: shown only for instances which are either a template or a replica. This is the same +as the equivalent Layout View context menu option. +Mesh: shown for all instances that support meshes. This is the same as the equivalent +Layout View context menu option. +Flash selection: will make the current selection blink in the Layout View. +Scroll selection into view: scroll the Layout View to show the selected instances. +Double clicking the item in the bar will also trigger this action. + +The Layout View context menu has a related option Find in Instances bar. +Lock / Unlock layer: toggle the lock state of the layer the selected instance belongs to. +Page 79 of 1113 + + Construct 3 Official Manual + +Toggle layer visibility: toggle the visible state of the layer the selected instance belongs to. +Select layer: select the layer which the selected instance belongs to. This is the same as +selecting a layer through the Layers bar. +Delete: delete the the selection of instances. +Cut, Copy and Paste: these options do the same as the ones in the Layout view context +menu. +Find all references: searches the whole project for the selected instance. + +Icons +Depending on what Show more information for option is selected, additional icons might be +shown next to an instance to better identify it. +The layer visibility checkbox and layer lock icon are shown at all times to change the +corresponding visibility and locked states of each instance individually at any time. + +Locking and Visibility +Locking instances through the Instances bar is similar to locking them using the Layout View +context menu option Lock selection. This means this locked state is independent from the +locked state of the corresponding layer. +Toggling visibility of an instance works in a similar way to the locked state in that it is +independent to the visibility state of the corresponding layer. + +Global Layers +When a layout is showing instances that are coming from a global layer a few unique items will +appear in the bar to make it more clear where those instances are coming from. +In the image below you can see the special Global instances folder and a Layout item showing +which instances are coming from a global layer. + +Page 80 of 1113 + + Construct 3 Official Manual + +In that example the current layout is OtherLayout and the bar is showing that some instances +shown are coming from a global layer in the Game layout. At the bottom you can see the Layers +& Layouts option is toggled so all instances are showing which layer they belong too. +The globe icon next to some instances indicates they are part of a global layer. Instances which +don't have a globe are not part of any global layer in the current layout. +Instances highlighted in red are shown in the bar because they belong to the Game layout, but +are not in any global layer in the current layout. + +Page 81 of 1113 + + Construct 3 Official Manual + +Instances from a global layer + +Instances not in any global layer + +Searching +Use the search field at the top of the bar to filter instances. Items are filtered using the following +criteria and order: +1 + +Any match with the item name as shown in the bar. + +2 + +Any match with the Object type name. + +3 + +Any match with the plugin name. + +4 + +Any match with any of the tags an instance might have. + +5 + +Any match with the template name an instance might have. + +6 + +Using the special "mesh" (or it's translated form) string will match all instances which have a +mesh. + +7 + +Using the special "hierarchy" (or it's translated form) string will match all instances which are +part of a hierarchy. + +Drag & Drop +Page 82 of 1113 + + Construct 3 Official Manual + +As mentioned earlier it is possible to drag & drop instances within the bar to arrange them in +which ever way is more useful. +It is also possible to drag instances from the bar into the Layout View, which will create clones of +the dragged instances in the dropped position. +Dragging instances from the Layout View into the Instances Bar has the same effect as dragging +the corresponding items within the Instances bar. + +Page 83 of 1113 + + Construct 3 Official Manual + +THE LAYOUT VIEW +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/layout-view + +The Layout View is a visual designer for your objects. It allows you to set up a pre-arranged +layout of objects, such as a game level, menu or title screen. In other tools, layouts may be +referred to as scenes, rooms, frames or stages. See also the manual section on layouts. + +The Layout View + +The dashed rectangle in the top left of the layout area indicates the viewport size in the layout. +By default the viewport appears in the top left of the layout, so to align something relative to the +viewport, it should be placed inside this rectangle. +In the corner of the view appears a small status bar with information about the current mouse +position in the layout, the current zoom level, and the current active layer. The active layer is +important since it is the layer new object instances are added to. The active layer can be +changed by selecting a different layer in the Layers Bar. + +Adding, modifying and deleting objects +Double-click a space in the layout or right-click and select Insert new object to add a new object +type. This will bring up the Create New Object Type dialog. +To create new instances of an existing object type, another object can be control + dragged, +copy and pasted, or dragged and dropped from the Project Bar. (Make sure you're clear on the +difference between Object Types and Instances as described in Project Structure.) When +dragging and dropping from the Project Bar, you can also use templates to define the default +properties of the instance that is created. +Page 84 of 1113 + + Construct 3 Official Manual + +A shortcut for importing image files as Sprite objects is to drag and drop image files in to the +Layout View. This automatically creates a new Sprite object type with the dragged image. If +multiple image files are dragged, the Sprite is assigned an animation with the dragged images as +animation frames. Where supported, animated image file formats like GIF and APNG can also be +dragged and dropped in and will be used as a Sprite animation. (Animated image file formats +can also be imported to the Animations Editor where they will also be split out in to separate +frames.) +Chrome and Edge support importing animated image file formats this way, but other +browsers may not support it, in which case they will only be able to use the first frame. +SVG files can also be drag-and-dropped in and a SVG Picture object will be created for it. +Instances can be moved by dragging and dropping them with the mouse. Hold Shift to axislock the drag to diagonals. Alternatively they can be nudged 1 pixel at a time with the arrow keys +(hold shift to nudge 10 pixels), or co-ordinates can be typed in directly to the Properties Bar. +The Delete key or right-click Delete option deletes instances. Deleting all instances of an object +does not remove the object type from the project. To entirely remove an object from the project +it should be deleted via the Project Bar. +Click objects to select them. Objects cannot be selected if their layer is locked. Hold Control +while clicking to select multiple objects, or click and drag a selection rectangle to select all +objects in an area. The Properties Bar displays properties for all currently selected objects, so +changing a property sets it for every selected object. +When a single object is selected it appears with resize handles around it. + +Click and drag the resize handles to stretch the object. Hold Shift to proportionally resize the +object. Hold control to resize relative to the object origin, which appears as a small dot on the +selected object. +Rotatable objects like Sprite can be rotated by moving the mouse just outside the resize +handles, away from the object. When you do this the mouse cursor will change to a rotation +arrow. When you see this, click and drag to rotate the object. +Sometimes the resize handles, or rotate cursor, can get in the way of other objects. If this +happens, hold Alt to temporarily hide the resize handles and disable rotation. This allows you to +select another object instead of modify the selected object. + +Page 85 of 1113 + + Construct 3 Official Manual + +Using tilemaps +If you are designing a tile-based game, you can insert the Tilemap object and edit tiles in the +Layout View. To find out more, see the manual entry on the Tilemap Bar. + +Scrolling and zooming +There are a few ways to scroll in the Layout View: +The vertical and horizontal scrollbars at the edges of the view +Scroll the mouse wheel to scroll vertically. You can also hold Shift to scroll horizontally. +Hold the middle mouse button and drag the mouse +Hold Space and move the mouse (useful for laptops with track pads) +On desktop systems, middle-mouse dragging is probably the most convenient way to move +around the layout. +Zooming is useful to focus on a small area or see an overview of the entire layout. There are +several ways to zoom: +The Zoom options in the View menu when right-clicking in the Layout View +Hold Control and scroll the mouse wheel. Hold both Control + Shift to double or halve +the zoom (e.g. 100%, 200%, 400%...) +Ctrl and + or - on the keyboard. Hold Shift to double or halve the zoom. +Press Control + 0 to return to 100% zoom. + +Selection wrapping +If you select two or more objects, you can wrap the selection by pressing Enter or right-clicking +and selecting Wrap selection. This allows you to rotate and stretch the selection as a whole. +Wrapped selections appear with a different color selection box, as shown below: + +Wrapping a selection in the Layout View + +Wrapped selections can be resized and rotated as if they are one large object. For example the +selection can be enlarged and rotated, and all objects maintain their position relative to each +other. + +Page 86 of 1113 + + Construct 3 Official Manual + +Wrapped selections resize and rotate as one + +While a selection is wrapped, click any of the objects in the wrapped selection to make that +object the rotation origin. + +Containers +Objects that are grouped in to Containers highlight yellow in the Layout View. Containers can +also be set to automatically wrap their selection. If you still need to select an individual object in +an automatically wrapped selection, hold Alt and click one of the objects. + +Setting up a hierarchy +You can connect objects together in a hierarchy - also known as a scene graph - in the Layout +View. This works similarly to using the Add child hierarchy action, but set up in the editor. +To set up a hierarchy, select multiple objects, and then right-click the object you wish to be the +parent (i.e. above the others in the hierarchy) and select Hierarchy►Add selection to this +instance. Arrows will appear pointing from the parent to the children to indicate the hierarchy. + +When the children are selected, a new hierarchy section appears in the Properties Bar allowing +you to choose which properties the child transforms with, such as the position, angle, and +whether the child destroys with the parent. At runtime the child will follow any changes to the +Page 87 of 1113 + + Construct 3 Official Manual + +parent (for the enabled properties) - often giving a visual appearance that the objects are +connected, or form a single larger object. +Once a hierarchy is set up, other options also appear to detach objects: Remove from parent to +remove a child from its parent, and Remove all children to detach the entire hierarchy below that +object. +The root instance also has a Select mode property that, similar to containers, allows +automatically selecting the entire hierarchy, also optionally with selection wrapping. If this is +enabled, you can always hold Alt and click an instance to select it individually regardless of the +select mode. The layout's editor properties also include a Show hierarchy option that lets you +toggle whether or not arrows indicating the hierarchy, pointing from parents to children, are +shown on top of objects. +The layout view will preview hierarchies both when previewing timelines and when previewing +behaviors that support previewing. + +Editing meshes +You can create meshes for certain kinds of objects in the Layout View, as the editor counterpart +to the mesh distortion feature. This lets you do things like create fluid level designs as shown in +the Mesh platforms example. Meshes also affect collisions, so behaviors like Platform interact +with them as they appear. +To create a mesh, right-click an instance and choose Mesh►Create mesh.... You must specify a +mesh size of at least 2x2. Once created, the mesh appears highlighted in green, with new green +handles that you can click and drag to adjust the mesh. The mesh starts in a simple grid that +does not alter the appearance of the object - once you move a mesh point it will start to change +from its default appearance. + +You can also hold Shift while dragging a mesh point to move it without distorting the image. +This can create a kind of mask or cut-out appearance. +When you click a mesh point, it will also appear selected and display properties for that mesh +point in the Properties Bar. This allows precise control over the exact details of the mesh point, +as well as providing informational values such as the mesh column and row. The Z elevation of +the mesh point can also be modified in the Properties Bar, allowing for 3D mesh distortion. To +learn more, see the tutorial Using 3D features in Construct. +Once an object has a mesh you can access some new options in the Mesh sub-menu: + +Page 88 of 1113 + + Construct 3 Official Manual + +Set mesh size: change the number of columns and rows in the mesh. Note this will also +reset the mesh back to its default grid. +Reset mesh: resets the mesh back to its default grid, which does not alter the appearance of +the object. +Stop editing mesh: removes the green handles so the mesh can no longer be edited, +restoring the default selection for standard move and resize interactions with the object. +Once selected you can use the Edit mesh option to go back to editing the mesh. +Remove mesh: removes the mesh entirely, reverting the object to not using a mesh. +The layout's editor properties also include a Show meshes option that lets you toggle whether or +not the green mesh outline is shown on top of objects with meshes. + +Other +To go to the associated event sheet, press Ctrl + E or right-click and select Edit event sheet. +The Z order of objects within a layer can be adjusted by right-clicking and selecting Z +Order►Send to top of layer or Z Order►Send to bottom of layer. You can also open the Z Order +Bar Paid plans only for advanced control. +Objects can be snapped to a grid for tile placement, and the collision polygons of the displayed +objects can also be outlined. These features can be enabled in the layout's properties. +The right-click menu in the layout view also provides some alignment tools under the Align submenu. These allow you to quickly space objects equally or align objects along their edges. When +aligning, the objects are aligned to the particular object you right-clicked. +The Animations editor can be brought up by double-clicking objects with images or animations +like Tiled Background and Sprite. You can also double-click Text objects to edit their initial text in +a dialog. +Effects will be displayed in the layout view if enabled in project properties. + +Page 89 of 1113 + + Construct 3 Official Manual + +THE EVENT SHEET VIEW +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/event-sheet-view + +The Event Sheet View is where events can be added, viewed and edited in an event sheet using +the event system - Construct's alternative to traditional programming. +The event system has a lot of features, so the event system has its own section of the manual. +This section will simply cover the basics of using the Event Sheet View. + +The Event Sheet View + +Diagram of an event +The following image illustrates the key parts of an event. + +Events are made up of three major sections: +1 + +The event block, which contains the conditions. Notice the margin to the left of the condition +which allows you to select the entire event. + +2 + +The conditions, which are each listed inside the event block. + +3 + +The actions, which are listed to the right of the event block. + +Conditions and actions can be selected by clicking on them. The entire event can be selected +(which also selects all its conditions and actions) by clicking the event margin, or the bottom +part of the event block. The event margin can also be right-clicked to access a menu allowing +things like adding conditions or sub-events. +As with the Layout View, multiple selections can be made by holding Control and clicking +different items. However, you can only have either events, conditions or actions selected at a +Page 90 of 1113 + + Construct 3 Official Manual + +time (e.g. you can't have both a condition and action selected at once). You can also hold Shift +and click an event, condition or action to select all the items in a line between the selection and +clicked item. + +Creating events +There are a number of ways to add a new event: +Double-click a space in the event sheet, or right-click in a space to see a menu of things to +add +Click the Add event link which comes after the last event in a sheet or group, or click the +Add... link on the right +Right-click an event's margin and choose an item from the Add menu +When you add a new event, the dialog that appears is for adding the first condition (see the Add +Condition dialog). To add more conditions to an event, right-click the margin or an existing +condition and select Add another condition, or use the Add... link on the right of the Add action +link. +Actions can be added by clicking the Add action link (if it has not been hidden in the ribbon), or +right-clicking the margin or an existing action and selecting Add another action. See also the +Add Action dialog. + +Modifying events +Double-click or select and press Enter on condition or action to edit it. +Events, conditions and actions can be dragged and dropped around the event sheet. Holding +Control and dragging will duplicate the dragged event, condition or action. Event items can also +be cut, copied and pasted. +You may find it convenient to organise events in to groups, which can also be activated and +deactivated as a whole. +Press R or right-click and use the Replace object option to quickly swap objects referenced in the +selection. Note that objects with references to instance variables or behaviors in the selection +can only be swapped with other objects with the same instance variables and behaviors which +have the same names and types. + +Scrolling and scale +There are several ways to scroll in the Event Sheet View: +The vertical scrollbar to the right of the view +Scrolling the mouse wheel +Middle-clicking to pan the view + +Page 91 of 1113 + + Construct 3 Official Manual + +Pressing Space, up/down arrows or page up/down +There are some options to adjust the text size in this view as well: +Hold Control and scroll the mouse wheel +Press Control + + or Right-click and use the Event sheet►Font size menu +Use the browser's zoom feature, but note this scales the whole of Construct, not just the text +scale in the Event Sheet View. + +Finding in events +Paid plans only You can search for some text in an event sheet by pressing Ctrl + F or rightclicking and selecting Event sheet►Find.... This opens a dialog that allows you to enter text to +search for, with options to look in the current sheet or the entire project, and whether to make it a +case-sensitive search. (Case sensitive searches count uppercase and lowercase characters as +different, e.g. "SPRITE" and "sprite" are different with a case-sensitive search.) When you click +Find, the results are displayed in the Find Results Bar. + +Find all references +Paid plans only Text search is not always appropriate for finding in events. For example if you +want to find all events referring to an object named Sprite, searching for the text Sprite will also +return results for other names like Sprite2, since they also include the search term. To solve this, +you can use the Find all references feature. This is available in many places in Construct for +various kinds of things like behaviors and instance variables as well. For objects, you can rightclick an object in the Project Bar and select Find all references. This will open the Find Results +Bar with a comprehensive and precise list of all references to that object, excluding any other +references that happen to include the object name. This is a great way to easily review your +project with confidence the results are what you want. + +Page 92 of 1113 + + Construct 3 Official Manual + +THE FLOWCHART VIEW +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/flowchart-view + +The Flowchart View allows visually editing a flowchart by setting up nodes, making connections +between the nodes to form a tree structure and adding information that will be associated with +each node. See also the manual section for flowcharts. + +The Flowchart View + +Asides from showing the nodes and the connections between them, there is also a status bar at +the bottom which displays the current zoom level, the caption of the last selected node and the +index, and the name and value of the last selected output. + +Adding and deleting nodes +To add new nodes, right-click in any empty space of the flowchart view and tap the Add node +option. + +Context menu option to add a node + +Page 93 of 1113 + + Construct 3 Official Manual + +To delete a node you can do one of two things: +Right-click on the caption of a node or any part which is not an output and choose the Delete +option. +Press Backspace or Delete after a node has been selected. + +Context menu option to delete a node + +Editing nodes +Once a node has been created, there are a number of things that can be edited about them, +including: +Adding outputs + +This can be done by: +Right-clicking on the node and choosing the Add option from the context menu. +Clicking on the Add link at the bottom left of each node. +Clicking the Add link in the Properties Bar when it is showing properties for a node. + +Page 94 of 1113 + + Construct 3 Official Manual + +Context menu option + +Node link + +Deleting outputs + +This can be done by: +Right-clicking on the output and choosing the Delete option from the context menu. +Clicking the corresponding Remove link in the Properties bar when it is showing +properties for a node. + +Page 95 of 1113 + + Construct 3 Official Manual + +Context menu option + +Properties bar + +Editing the tags + +This can be done by: +Typing in the labelled text box in the node itself. +Editing the corresponding property in the Properties bar. + +Page 96 of 1113 + + Construct 3 Official Manual + +Tag text box + +Properties bar + +Use multiple tags by separating them with spaces. + +Editing an output's name + +This can be done by: +Double clicking on an output's name. +Right-clicking on an output's name and choosing the Edit option. +Editing the corresponding property in the Properties bar. + +Page 97 of 1113 + + Construct 3 Official Manual + +Context menu option + +Properties bar + +Editing an output's value + +This can be done by: +Double clicking on an output's value. +Right-clicking on an output's value and choosing the Edit option. +Clicking on the button next to the value. +Editing the corresponding property in the Properties bar. + +Page 98 of 1113 + + Construct 3 Official Manual + +Button next to value + +Properties bar + +The Caption of a node can be edited from the Properties bar, by right clicking it and choosing the +Edit caption option or by double clicking it on the corresponding node. +A few properties of nodes can only be edited from the Properties Bar, such as Start node and +Color. + +Sorting outputs in a node +After an output is added to a node it is possible to change its position by clicking and dragging it +to be on top or below another output in the same node. + +Connecting nodes +To connect two nodes click an output icon and then drag to the input of another node. This can +be done the other way around too, clicking and dragging from an input icon into an output icon. + +Page 99 of 1113 + + Construct 3 Official Manual + +Input Icon + +Output Icon + +Clicking and dragging from an output and letting go over empty space in the flowchart will +show a context menu to add nodes. If any option is picked a new and already connected +node will be created. + +Unlinking nodes +To remove the connection between two nodes, right click on the corresponding output or input +and choose the Unlink option from the context menu. +Links can also be selected by clicking on them (the cursor changes when clicking will select it), +when a link is selected it will show as a "marching ants" animation and at that point it can be +deleted by using the Backspace or Delete keys in the keyboard. +Unlink from Output Icon + +Connecting many outputs to the same input +In the case of connecting multiple outputs to the same input, each of the parent nodes will start +showing a Parent Index property, both in the node and the Properties bar. +The Parent Index can be used with some actions and expressions that need to choose which +parent to use in the case a node has more than one. +Page 100 of 1113 + + Construct 3 Official Manual + +Parent Index in node + +Properties Bar + +Moving and resizing nodes +Nodes can be moved by clicking and dragging from the caption and can be resized by clicking +and dragging from the borders. +The columns in each node can also be resized by clicking and dragging between them. +Move drag + +Resize drag + +Column resiz + +Page 101 of 1113 + + Construct 3 Official Manual + +The position, size and column size of the nodes in a flowchart is only for display purposes +and has no effect at runtime. + +Multi-selection +By holding Shift while selecting nodes and outputs it is possible to select multiple elements at +the same time. +Doing this it is possible to delete multiple nodes and outputs at the same time as well as moving +multiple nodes at the same time. + +Rectangle selection tool +Clicking and dragging in empty space will trigger the appearance of a selection rectangle. Any +nodes overlapping the rectangle when the pointer is released will be selected. If Shift is held +down the nodes will be added to any existing selection. + +Cut, copy and paste +Cut, copy and paste of nodes is supported through context menu options and the common +keyboard shortcuts. Cutting or copying when there is an active multi-selection will perform the +appropriate action on the whole selection. +Once there is flowchart content on the clipboard it is also possible to paste it in a different +flowchart to the original. + +Scrolling and Zooming +There are a few ways to scroll in the Flowchart View: +Use the vertical and horizontal scrollbars at the edges of the view. +Scroll the mouse wheel to scroll vertically. You can also hold Shift to scroll horizontally. +Hold the middle mouse button and drag the mouse. +Hold Space and move the mouse. +On desktop systems, middle-mouse dragging is probably the most convenient way to move +around the flowchart. +To zoom hold Control (Meta on Mac) and scroll the mouse wheel. +Make sure to check the Keyboard shortcuts section of the manual for a complete list. + +Managing complex flowcharts + +Page 102 of 1113 + + Construct 3 Official Manual + +When flowcharts start becoming large it can be difficult to keep track of what is going on just by +looking at it. +These are a few features that can help with that: +Node colors + +All nodes can be given a unique color which is applied to it's border. Helps highlight +important nodes. +Output link colors + +Each output can be given a unique color that is used to draw it's corresponding link. This can +help to differentiate between links when it starts getting crowded. This property can only be +changed from the properties of an output shown in the Properties Bar. +Output link mode + +Each output can use two different methods to draw it's corresponding link. It can be either a +straight line (default method), or it can use path finding so the link avoids overlapping other +nodes. This can help in cases were a straight link is overlapping other nodes making the +flowchart look messy. This property can only be changed from the properties of an output +shown in the Properties Bar +Reference nodes + +This types of nodes are used as a placeholder for a different flowchart. Can be useful to split +up large flowcharts in more manageable chunks. +Comment nodes + +This types of nodes are used to place comments directly in a flowchart. + +Preset nodes +Nodes can be saved to be used later as a base to create new nodes. +This can be useful in more complex use cases as it is likely that in any given project all of the +existing flowchart nodes will follow a similar structure so they can be easily processed by an +Event Sheet. +Manually adding all the outputs and editing the names of the outputs so they match the format +being used every single time a node is created can quickly become tedious and also error prone. +Identifying the format of the nodes that are going to be used more often and saving them as +presets can save time, avoid errors and just make the experience of editing a flowchart a little bit +more enjoyable. + +Page 103 of 1113 + + Construct 3 Official Manual + +Saving a node as a preset is easy, you can either change the corresponding property in the +Properties bar or use the Preset►Add to presets context menu option of a node. +Preset Context Menu + +Properties Bar + +Once there are some nodes set as presets, a new option to create nodes will appear among the +context menu options to create nodes. + +Page 104 of 1113 + + Construct 3 Official Manual + +Clicking on it will show a dialog with all the preset nodes in the current project. + +The Preset node picker dialog shows all the preset nodes as a tree with the flowchart they +belong to as their top most parent. The tree like other similar controls in Construct allows to, +create folders, delete, rename and rearrange items as needed. +The name used for the items in the tree is the caption of the corresponding node, so renaming +an item in the picker dialog will change the caption of the corresponding node. +Once a new node is created from a preset, the base node and the new node are independent. +Modifying the base won't have any effect on the new node! + +Page 105 of 1113 + + Construct 3 Official Manual + +All preset nodes are available to be used in any flowchart of the same project. + +Disabling nodes and outputs +When editing a flowchart it can be useful to disable nodes or outputs to try out runtime changes +without outright deleting elements of the flowchart. This can be thought as commenting lines of +code in traditional programming, a method to make changes that are not yet final. +Nodes and outputs can be disabled using the corresponding context menu options or by means +of the Properties bar. +Node Context Menu + +Output Context Menu + +Both disabled nodes and outputs give feedback of the state in the main view to make them +easily identifiable. + +Page 106 of 1113 + + Construct 3 Official Manual + +Disabled Node + +Disabled Output + +At runtime, a disabled node is treated as if it's not there, so if the state of the flowchart tries to +advance into a disabled node, it won't happen, effectively cutting off any nodes past the disabled +one. +Similarly a disabled output is treated as if it doesn't exist at runtime, it can't be followed, it's +information can't be queried and it's not considered in the for each loop that iterates through +outputs. + +Default outputs +Outputs can be set as the default one in their node by a context menu option or through the +Properties bar. + +Page 107 of 1113 + + Construct 3 Official Manual + +Context Menu + +Properties Bar + +The two use cases of this setting are the following: +1 + +A default output can be chosen at runtime using the Flowchart Controller ACEs that specifically +target them. This allows to more easily manage a default option in each node without the need +of enforcing a convention when designing the nodes. + +Default output +2 + +In the case of a node being disabled, the runtime follows default outputs automatically if the +state of the flowchart falls in a disabled node. If the following node is also disabled the runtime +will attempt to continue following default outputs until it lands on a node which is not disabled. + +Page 108 of 1113 + + Construct 3 Official Manual + +Disabled and Bypassed node + +If a node doesn't have an explicit default output set, the Flowchart Controller ACEs that +target default outputs don't do anything. + +The editor doesn't allow to form infinite loops of disabled nodes with default outputs +because it would crash the runtime. The editor will give feedback if such a structure is +attempted to be setup and revert the changes. + +Page 109 of 1113 + + Construct 3 Official Manual + +THE ANIMATIONS EDITOR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/animations-editor + +Construct has a fully-featured built-in image and animations editor, used to create animations for +the Sprite object. When opening for an object without animations, such as Tiled Background, the +animation editing features are hidden and it acts as a normal image editor. For brevity it is +consistently referred to as the Animations Editor, even in cases where it is only editing a single +image. +To open this editor, double-click an object with an image or animations in the Layout View or +Project Bar. + +The Animations Editor + +Note each pane in the Animation Editor can be resized by dragging the borders, similar to how +you can with the main Construct interface. This lets you customise the layout of the Animation +Editor. + +Color palette +The color palette appears on the left and allows a color to be picked for the drawing tools. You +can choose both a primary and secondary color with left and right click. The pane also has a +number of cells that can be used to remember a set of colors. Right-click a cell to save or use +the primary or secondary color. By default left-clicking the cell will set the primary color. + +Saving a palette +Right clicking anywhere in the area where swatches of the color palette are will bring up a +context menu with the option Save palette, click it to save the palette and be able to retrieve it + +Page 110 of 1113 + + Construct 3 Official Manual + +later. Saved palettes are associated with the object type or project file that is currently being +edited, but can be used on other object types or project files. + +Picking a palette +If the project has any saved palettes, one can be picked by either: +1 + +Clicking on the Pick palette option in the context menu. + +2 + +Clicking the button on top of the swatches with the label Palette. + +Any of those methods will bring up a dialog from which any of the palettes stored in the project +can be picked. + +Downloading palettes as a file +One of the secondary options of the Save tool, found in the top toolbar, is to save a single palette +as a JSON file, or multiple palettes as a zip file. You can choose to save the currently selected +palette, all the palettes available to the current object type or all the palettes available to the +current project. + +Loading palettes from a file +Similar to the Save tool, the Load tool has a secondary option to load palettes. It can load +individual palettes or multiple ones bundled in a zip file. All the palettes are loaded into the +current object type. +The tool only understands palette files in the format that is saved by the Save tool. If you +wish to load a color palette generated by an external program, you will need to generate a file +which the Animations editor can understand. See the color palette file format below for a +description of it. + +Pasting colors +You can paste text specifying a color in to any of the color inputs to set the overall color. The text +can be in any of the following formats: +r, g, b + +or r, g, b, a + +rgb(r, g, b) + +or rgba(r, g, b, a) + +hsl(h, s, l) + +or hsla(h, s, l, a) + +Hex as either #ffffff or ffffff +Color components can be in the range 0% - 100% or 0 - 255. Alpha components should be +between 0 and 1. + +Page 111 of 1113 + + Construct 3 Official Manual + +Top toolbar: image tools +The top toolbar in the image pane provides tools that affect the entire image, such as mirroring +and flipping. The tools available are as follows. +Clear: resets the image to all transparent. +Open: import an image from a local file. Note you can also choose SVG files, but these will +be rastered in to a bitmap at a given size. The dropdown next to the main button also has an +option to load color palettes from JSON or zip files. +Save: export a copy of the current image. In the browser this downloads the current image +as a PNG file. You can use the dropdown next to the button to save the current animation or +all animations, bundled in a zip file. It is also possible to download the images with the +associated image point and collision polygon data. One of the dropdown options allows you +to save the current color palette to a JSON file, all the color palettes of the object type to a +zip file or all the color palettes of the project to a zip file. +Set export format: opens the Image Format dialog, allowing you choose whether the image +is saved as lossless (i.e. perfect quality) or lossy (i.e. allowing some quality reduction in order +to further reduce the file size) when the project is exported. The specific formats that these +mean are chosen when exporting - for example lossless images can be exported as either +PNG or WebP. This can also be applied to the current animation, or all animations. Note +Construct stores all images in the project in a lossless PNG format; images are only +converted on export. +Undo and Redo: step through the change history. +Cut, Copy, Paste: perform clipboard operations with the image. +Mirror and Flip: invert the image on one of its axes. Use the dropdown next to the button to +affect the entire animation. +Rotate anti-clockwise and Rotate clockwise: rotate the image in 90°. Use the dropdown next +to the button to affect the entire animation. +Crop: resize the image smaller to remove transparent space around the edges of the image. +This is a good idea to save memory. Note this leaves a 1px transparent border to improve the +image quality at the edges. Use the dropdown next to the button to affect the entire +animation or all the animations in the object type. +Resize: resize the current image. A dialog will open with options for the resize, including a +checkbox to apply the resize to the current animation or to all the animations in the object +type. +Zoom in, Zoom out, Reset zoom: adjust the zoom level in the image editor. Alternatively use +Control + mouse wheel. +Toggle background brightness: switch between a light and dark background for the image +editor. Changing to a dark background can be useful when editing very light images. +Toggle onion skin: Paid plans only display adjacent frames translucently over the current +image when editing an animation. This can help when drawing animations. The options are +Page 112 of 1113 + + Construct 3 Official Manual + +to display the previous frame, next and previous frames, or next and previous two frames +over the current image. +Grid: toggle the display of a grid over the current image. Use the dropdown next to the button +to adjust the grid settings, such as the grid size, color and whether to snap to the grid. +Preview: preview the currently selected animation. + +Side toolbar: drawing tools +The side toolbar provides some tools for drawing in the image, as well as some extra Constructspecific tools for setting image points and adjusting the collision polygon. Some tools have extra +settings, such as the size for the brush tool, which appear underneath the top toolbar. The +following tools are available. +Rectangle select: select, move, delete, cut, copy and paste rectangle sections of the image. +Pencil: draw with a solid square, useful at 1px size for pixel art. +Brush: draw with a soft round brush. +Line: draw straight lines. Hold shift to lock the angle to 5° increments. +Rectangle: draw a rectangle in the image. The secondary color is used as a border. Hold shift +to draw a square. +Ellipse: draw an ellipse in the image. The secondary color is used as a border. Hold shift to +draw a circle. +Fill: fill a continuous area of the image with a color. +Eye dropper: select a color from the image. Alternatively hold Control and click with another +tool selected. +Image points: display and edit the origin and image points in the image. This switches the +color palette pane to a list of image points, allowing you to add and remove image points. +The origin determines the rotation point of the image, and is where the X and Y co-ordinates +of the object are aligned to. Image points can be used in the event system to refer to +alternative positions. For example you may place an image point at the end of a gun, so +spawned bullets can appear at the end of the gun barrel instead of at the origin. +Collision polygon: adjust the area that counts as colliding for this image. By default +Construct guesses a collision shape, but it is not always accurate. Click and drag the points +of the collision polygon to alter its shape. Right-click on a point or in a space to display a +menu of additional options for the collision polygon, such as adding and deleting points. +Some objects, like Tiled Background, do not use collision polygons. + +Frames pane +The bottom pane displays a list of all frames in the current animation. Frames can be added and +deleted here. Select a frame to switch to editing its image. Frames can also be dragged and +dropped to adjust their sequence. + +Page 113 of 1113 + + Construct 3 Official Manual + +Selecting a frame shows a few properties in the properties pane: +Index: the 0 based index of the currently selected frame, this property is for feedback only +and can not be edited through the properties pane. +Duration: is a multiplier for the amount of time to spend on the frame. For example, a frame +duration of 2 will spend twice as long on that animation frame, 0.5 half as long, etc. relative +to the current animation speed. +Tag: a string to identify this animation frame at runtime. +Right-click a frame to duplicate or delete it. +Right-click in an empty space in the pane to see additional options for managing the animation, +which include: +Add frame: add a new empty frame at the end of the animation +Duplicate last: add a new frame which is a copy of the last frame in the animation +Reverse frames: invert the sequence of frames in the animation +Import frames +From files: add multiple animation frames by selecting a set of local image files to +import +From sheet: add multiple animation frames by selecting a local image file with multiple +images placed on it (often called a sprite strip), and cutting it up in to individual images. A +dialog shows up when selecting this option which allows to choose how the source +image should be sliced and which images to extract from it. +You can also adjust the size of the frame icons appearing in the pane by adjusting the +Thumbnail size. + +Animations and properties panes +The right side of the Animations Editor shows the Animations pane, where animations can be +added, edited and deleted. Right click a space to add a new animation or add a subfolder to +organise animations. Right click an animation to see options like Preview, which shows how the +animation will look in the game. You can also Find all references Paid plans only for an +animation to locate all its references in events. +Right-click in an empty space in the animations pane to see a few context menu options, of +note are: +Import animations +From files: allows you to select multiple files to be added to a new animation. Also +supports choosing zip files containing multiple images. In that case, a new animation is +created for each zip file and each image found in the zip is added as a new frame of the +corresponding animation. If the zip file contains a c3-import-settings.json file, it will + +Page 114 of 1113 + + Construct 3 Official Manual + +affect the animation creation accordingly. See the Bulk Importing section for more +information on that. +From sheet: shows a dialog that allows to extract multiple animations from a local image +file. +Selecting an animation also switches which frames are showing in the frames pane, and +displays settings for the animation in the Properties pane. The following properties are available +for animations. +Name: the name of the animation. This can also be directly edited in the Animations pane. +Speed: the rate at which to play the animation, in animation frames per second. For example +if set to 5, each frame will last 1/5th of a second. Note this cannot be faster than the game +framerate, which is typically 60. Set to 0 if you do not want the animation to play, which is +useful if you want to control which frame is showing by events. You can also use negative +speeds, which causes the animation to play backwards. Note in this case repeating +animations should set the Repeat to frame at the end of the animation, otherwise by default +it repeats to frame 0 (the start of the animation), causing the animation to stop after playing +in reverse. +Loop: enable to infinitely repeat the animation. +Repeat count: if the animation is not looping, the number of times to repeat the animation. +Repeat to: the zero-based index of the animation frame to go back to when the animation +loops or repeats. +Ping pong: play the animation alternately forwards and backwards when looping or +repeating. + +Image points pane +When you select the Image points tool in the image editor, the left pane switches to a list of +image points for the current animation frame. + +The Origin is a special kind of image point defining the center of the object, or its point of +rotation. It has a different icon to denote it. The term image point usually means "image points +including the origin". Image points have a zero based index, and the first image point (number 0) +is always the origin. The origin cannot be renamed. + +Page 115 of 1113 + + Construct 3 Official Manual + +You can also add additional image points. These are useful to create spawn points for other +objects. Since you can create objects at image points in events, it is often useful to place an +image point in places like the end of the player's gun in the image. Image points can also be +given a name, and referred to in events by this name. + +Editing image points +Select an image point in the list and a corresponding point will appear on the image. Left click +to place the point under the mouse. The arrow keys can also nudge it 1 pixel in each direction. +An image point can be quickly placed using the num pad, e.g. 7 for the top-left corner or 5 for +centered. Alternatively the image point can be right clicked in the Image Points pane and an +option chosen from the quick assign menu. +Right clicking an image point in the Image Points pane also provides options to: +Apply to whole animation: sets the image point in the same relative place in all frames in the +current animation. +Apply to all animations: sets the image point in the same relative place in all frames in all the +animations of the object type. +Apply to all animations in subfolder: sets the image point in the same relative place in all +frames in all the animations in the same subfolder as the current animation. +If an image point does not exist in all frames, these options also creates it. Holding shift while +placing the image point is a shortcut for Apply to whole animation. + +Drag-and-drop +There are various ways you can import images by drag-and-drop in to the Animations Editor +window. + +Into main image pane +An image file can be dropped in to the main image editing pane to replace the content of the +current frame with the dropped image file. This works the same way as using the Open button +on the top toolbar. + +Frames pane +Dropping a single image file in to the Frames pane will prompt you asking how the image should +be treated. The image can be treated as a plain image file, in which case the image is added as a +new frame in the current animation. This works the same way as the context menu option +Import►From files. The image can also be treated as a sprite sheet, which works the same way +as the context menu option Import►From sheet. +Dropping multiple image files in to the Frames pane will add a new frame for each dropped +image file. This works the same way as the context menu option Import►From files. + +Page 116 of 1113 + + Construct 3 Official Manual + +Animations pane +You can drag-and-drop either a single image file or multiple image files in to the Animations +pane, and it is handled in the same way as with the Frames pane, except that the frames are +added to a new animation. + +Bulk importing +The Animations Editor offers a few different methods to import images in bulk. + +Importing folders +Dragging and dropping a folder into the Animations panel, will create a new sub folder with a +new animation inside of it. The animation will have frames for all images found at the root +level of the folder. Both the new sub folder and the animation will have the name of the +dropped folder. +Dragging and dropping a folder into the Frames panel or the Main drawing area will add all +the individual images in the folder as frames of the current animation. + +Importing zip files +Dragging and dropping a zip file into the Animations panel, will create a new animation with +all images found at the root level of the zip file. The animation will have the same name as +the zip file. +Dragging and dropping a zip file into the Frames panel or the Main drawing area will add all +the individual images in the zip file as frames of the current animation. + +Importing from the toolbar options +The toolbar Load button has two options. Load frames and Load animations. +Load frames allows you to pick images to be loaded as frames of the current animation. It is +also possible to pick zip files from the file picker. All images in a zip file will be added as +frames of the current animation. +Load animations allows you to pick images to be loaded into a new animation. Is is also +possible to pick zip files from the file picker. A new animation will be created with all of the +individual images picked, while each picked zip file will correspond to a new animation being +created. +Note: loading from the toolbar does not support picking folders. + +Animated image file formats +In supported browsers, animated image file formats like GIF and APNG can be imported as a +sequence of frames. This covers any method of importing an image file, including via drag-andPage 117 of 1113 + + Construct 3 Official Manual + +drop or by the toolbar Load frames option. +This is supported in Chrome and Edge. Other browsers may not support this feature, in +which case only the first frame of the animation will be imported. + +Nested content +Folders and zip files which in turn also have folders and zip files inside of them are supported, +depending on how you try to import these, this is how C3 will behave. +Dropping in the Animations Panel: C3 will process everything and create animations and sub +folders as needed. +Dropping in the Frames Panel or Drawing Area: all of the nested content will be turned into a +flat list and added as frames to the current animation. +Toolbar Load Frames option: all the nested content inside a zip file will be turned into a flat +list and added to the current animation. +Toolbar Load Animations option: if a zip file with nested content is loaded, the images at the +root level of the zip will be used to create an animation, if other zip files are found, new +animations will be created for them. If a folder is found in a zip file, a sub folder with an +animation inside of it will be created, following the same patters as importing a folder. +The key points to remember are: +Importing folders will create a sub folder with an animation inside of it, both named after the +original folder. The animation will have frames corresponding to the images found at the root +level of the original folder. +Importing zip files will create an animation named after the zip file and will have frames +corresponding to all the images found at the root level of the zip file. +If nested content is found, the same pattern applies. Each folder will correspond to a new +sub folder with a new animation inside of it. Each zip file will correspond to a new animation. +Note: Construct does not allow duplicate animation names. If content with duplicate names +is imported, Construct will always assign unique names to each animation created. + +Note: By default Construct will assign unique names to imported sub folders aswell, but this +is not strictly necessary and can be overridden using the "use-raw-folder-names" +configuration option described below. + +Configuration file options + +Page 118 of 1113 + + Construct 3 Official Manual + +Normally when importing a single file, C3 asks if the file should be treated as a sprite sheet or as +a single file. In the case of importing multiple files this isn't really an option. Because of that, +when importing folders or zips, even if an animation ends up having only one frame, C3 never +asks how it it should be treated. +To get around this problem, a special configuration file can be added to a folder or zip file to tell +C3 how it should handle the files found on them. +It's a simple JSON file, must be named c3-import-settings.json and should look like this: +{ +"import-mode": "spritesheet", +"sort": "alphabetical", +"order": "ascending", +"replace-existing-animation": false, +"replace-existing-folder": false, +"use-raw-folder-names": false, +"spritesheet": { +"horizontal-cells": 4, +"vertical-cells": 4, +"direction": "horizontal" +}, +"svg": { +"width": 100, +"height": 100 +}, +"animation": { +"name": "optional-animation-name", +"speed": 5, +"loop": false, +"repeat-count": 1, +"repeat-to": 0, +"ping-pong": false, +"frame-durations": [1, 2, 3, 4], +"frame-collision-polys": [ +{"points":[0,0,1,0,1,1,0,1]}, +{"points":[0,0,1,0,1,1,0,1]}, +{"points":[0,0,1,0,1,1,0,1]}, + +Page 119 of 1113 + + Construct 3 Official Manual + +{"points":[0,0,1,0,1,1,0,1]} +], +"frame-image-points":[ + +[{"originX":0.5,"originY":0.5}, {"name":"Image Point 1","x":0.5,"y":0.5} +[{"originX":0.5,"originY":0.5}], +[{"originX":0.5,"originY":0.5}], +[{"originX":0.5,"originY":0.5}] +], +"frame-tags":["tag-1", "tag-2", "tag-3", "tag-4"] +} +} + +Configuration file options +import-mode can be either "spritesheet" or "files". +Note: The import-mode in the JSON file reflects the Animations Editor's interface, so it is +only relevant when an animation with only 1 frame is going to be created. +sort can be either "alphabetical", "numerical" or "no-sort". Defaults to "alphabetical" if not +provided. +alphabetical sort will interpret the file names as characters and will sort alphabetically. +numerical sort should be used when the names of the files are numbers, so the importer +interprets the names as such and sorts as expected. +no-sort won't do any sorting and leave the incoming files in whatever order they were +initially read in. This might not be the expected order. +If a sort mode is not provided and all the files have numerical names Ej. 1.png, 2.png, +etc..., then sorting will default to "numerical". +order can be either "ascending" or "descending". Defaults to "ascending" if not provided. +Allows you to choose the sorting order of the imported files. +replace-existing-animation is optional, can be either true or false and will default to false if +not provided. If set to true, if an animation with the same name is found when importing, the +imported one will replace the existing one, instead of creating a new one. +replace-existing-folder is optional, can be either true or false and will default to false if not +provided. If set to true, if there is an existing folder with the same name as the imported one, +all the contents of the existing folder will be replaced with the content of the imported folder. +use-raw-folder-names is optional, by default the importer will create unique folder names. +Setting it to true will allow the importer to create folders with duplicate names. When using +the Animations editor export with data options, the generated file has this option set to true. + +Page 120 of 1113 + + Construct 3 Official Manual + +spritesheet mimics the settings you can pick when importing a sprite sheet through the +Animations Editor UI. +svg defines what size to use when encountering SVG files. +animation these settings can be used to override the default properties of an animation. If an +animation name is provided, then it will take precedence over the name of the folder or zip +file. +The frame-durations property of animation is an array that allows you to specify the frame +duration of each frame in the animation. Add one number for each frame in the animation. If +a frame does not have a matching value in the array, the default value of "1" will be used. If +the array is not specified at all, all imported frames will have a duration of "1". +frame-collision-polys is an array that allows you to specify the collision polygon for each +frame in the animation. Add one object for each frame in the animation. If a frame does not +have a matching object in the array, the default collision polygon will be used. If the array is +not specified at all, all imported frames will have the default collision polygon. Each object in +the array must follow the syntax in the example. This option is not meant to be used +manually, instead it's values will be generated when using the options in the Animations +editor to export animations with data. +Note: frame-collision-polys can be used manually but is meant to be generated +automatically by Construct when using the exporting options of the Animations editor. +frame-image-points is an array of arrays that allows you to specify the image points for each +frame in the animation. The first element in each array always refers to the origin image +point and must be specified using the syntax in the example, subsequent elements refer to +image points and must also follow the syntax in the example. Add one array of image points +for each frame in the animation. If a frame does not have a matching array of image points, +the default image point will be. If the array is not specified at all, all imported frames will have +the default image point. This option is not meant to be used manually, instead it's values will +be generated when using the options in the Animations editor to export animations with +data. +Note: frame-image-points can be used manually but is meant to be generated +automatically by Construct when using the exporting options of the Animations editor. +frame-tags is an array that allows you to specify the tag for each frame in the animation. If a +frame does not have a matching tag in the array, the animation frame will default to having +an empty tag. If the array is not specified at all, all imported frames will have the default +empty tag. This option is not meant to be used manually, instead it's values will be generated +when using the options in the Animations editor to export animations with data. +Note: frame-tags can be used manually but is meant to be generated automatically by + +Page 121 of 1113 + + Construct 3 Official Manual + +Construct when using the exporting options of the Animations editor. + +Sorting options examples +These are a few examples illustrating how the sorting options will behave when doing a bulk +import. +Example 1 +The following list of file names: +"pig.png", "octocus.png", "rock.png", "robot.png", "toaster.png", "monster.png" + +when sorted in "alphabetical" and "ascending" order will end up like this +"monster.png", "octocus.png", "pig.png", "robot.png", "rock.png", "toaster.png" + +Example 2 +The following list of file names: +"1.png", "2.png", "3.png", "4.png", "5.png", "6.png", "7.png", "8.png", "9.png", "10.png" + +when sorted in "alphabetical" and "ascending" order will end up like this +"1.png", "10.png", "2.png", "3.png", "4.png", "5.png", "6.png", "7.png", "8.png", "9.png" + +Notice that in Example 2, "alphabetical" sorting does not work as expected with file names +which are purely numbers. + +Example 3 +The following list of file names: +"10.png", "9.png", "8.png", "7.png", "6.png", "5.png", "4.png", "3.png", "2.png", "1.png" + +when sorted in "numerical" and "ascending" order will end up like this +"1.png", "2.png", "3.png", "4.png", "5.png", "6.png", "7.png", "8.png", "9.png", "10.png" + +Example 4 +The following list of file names: + +Page 122 of 1113 + + Construct 3 Official Manual + +"a-10.png", "a-9.png", "a-8.png", "a-7.png", "a-6.png", "a-5.png", "a-4.png", "a-3.png", "a-2.pn + +when sorted in "numerical" and "ascending" order will end up like this + +"a-10.png", "a-9.png", "a-8.png", "a-7.png", "a-6.png", "a-5.png", "a-4.png", "a-3.png", "a-2.pn + +Notice that in Example 4, "numerical" sorting does not work as expected because the file +names are not purely numerical. In this case they can not be interpreted as numbers, even +though they might look like they can, so no sorting is performed. +In order to avoid unexpected behaviour, the best is to choose a naming convention for the files +and stick to that, either numbers or characters. +It is worth mentioning that because of the way "alphabetical" sorting works it is possible to +generate names that include both characters and numbers that will be sorted as expected. +Example 5 +The following list of file names: +"anim-010.png", "anim-009.png", "anim-008.png", "anim-007.png", "anim-006.png", "anim-005.png", + +when sorted in "alphabetical" and "ascending" order will end up like this +"anim-001.png", "anim-002.png", "anim-003.png", "anim-004.png", "anim-005.png", "anim-006.png", + +Notice that in Example 5, "alphabetical" sorting with numbers in the file names works as +expected because the numbers are zero padded. + +Location of the configuration file +The configuration file can be placed at the root of a folder or zip structure and will affect all +content found. +Another file with the same name can be placed further down the hierarchy and will take +precedence over the ones found before. That way you can configure different sets of files to be +interpreted differently when imported. + +Exporting animations with data +The Save option allows you to export animations with their corresponding image point and +collision polygon data. This can be done for an individual animation as well as for all the +animations in the object type. + +Page 123 of 1113 + + Construct 3 Official Manual + +The generated file can then be used to bulk import all those animations into a different project. +To do so, you can use any of the importing options described earlier. + +Color palette file format +Bellow is an example of the file generated by C3 when it saves a color palette to a JSON file. +{ +"name": "MyPalette", +"slots": "3", +"palette": [ +"rgba(255, 0, 0, 1)", +"rgba(0, 255, 0, 1)", +"rgba(0, 0, 255, 1)" +], +} + +Color palette file properties +name is optional, if not provided the loaded palette will be given a unique name. If it is +provided it will be used, unless it already exists in the project in which case it is used as a +base for a unique name. +slots is optional and represents the amount of swatches a palette has. If it is not provided +the size of palette is used. +palette is a JSON array of colors and must exist. The example uses the CSS rgba format for +the colors, but any valid CSS color format can be used. +When downloading multiple palettes, C3 generates a zip file which bundles these type of +files. + +If you wish to import a color palette from an external program you will need to generate this +type of file. + +Miscellaneous settings +Clicking on the three dot button in the top right of the editor (next to the close button), brings up +a dialog where you can set the following options: + +Import Settings +Guess collision polygon after importing images + +Page 124 of 1113 + + Construct 3 Official Manual + +Toggle this setting to choose if the collision polygon for new imported images should be +guessed automatically or not. Affects all methods of importing. +Use file name when importing animations + +Toggle this setting to choose if the file name of the imported file should be used to name a +new animation or not. Affects all methods of importing animations. + +Palette Settings +Swatch size + +Choose the size the swatches of the color palette should have. + +Download Settings +Image format + +Choose the file format, quality and compression that the Animations editor should use when +saving files to the local file system. + +Page 125 of 1113 + + Construct 3 Official Manual + +THE DEBUGGER +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/debugger + +Bugs refer to software defects - things not working as you expected in your project. Debugging +refers to the process of fixing these issues. Construct's debugger is a tool to help you find and +fix bugs in your project. +The debugger has three tabs: Inspect, Watch Paid plans only, CPU Profiler Paid plans only and +GPU Profiler Paid plans only. For more information, see the manual entries for each. + +Running the debugger +The debugger appears when you choose the Debug preview mode. This can be reached via the +main toolbar, the main menu, the Project Bar or using the keyboard shortcut Ctrl + F5. +The debugger works much like an ordinary preview, except that an extra panel appears alongside +the project showing lots of information and some diagnostic tools. + +The debugger showing information about the running project + +Customising the debugger panel +Page 126 of 1113 + + Construct 3 Official Manual + +The debug panel can be resized by dragging the resize border along the top. This allows you to +pull it out to see more information, or collapse it down to just its tools and a summary of the +performance information. +The debugger can also be popped out in to its own window. This is especially useful on multimonitor setups. The project will show using the full browser window, and a separate browser +window displays the debug panel. Click the pop-out button in the top-right of the debugger panel +to do this. Clicking it again, or closing the popup window, will restore the debugger panel to the +main browser window again. + +Main debugger commands +Alongside the pop-out button are some other useful tools. They are as follows: +Pause: pause the project so it is no longer progressing. This is useful to spend a while +inspecting some information at a particular moment. When paused it turns in to a Resume +button; click it again to resume running. +Step can only be used when paused. It advances the project by a single frame. Delta-time +(dt) is set as if the project were running at 60 FPS. This can be useful to inspect a moment +frame-by-frame and watch how an event like a collision is handled. +Save and Load make a temporary save, allowing you to quickly save the state of the project +and then restore back to that state at any time later on. This can be useful for repeatedly +running the same part of a project over and over again. The state is stored to the current +browser's local storage. The save will not be available in a different browser, but will be +available in the same browser even after closing and reopening it, rebooting, etc. +Take screenshot will download a screenshot of the main project view, providing a useful tool +to capture images of your project. +Restart will refresh the project, loading it from scratch again. + +Performance summary +Some details about the performance of the project appear in the debugger's main title bar, and in +the Inspect tab area for the System object, which is displayed initially. For more advice on +performance, see Performance Tips. Note that since the debugger displays and manages a lot +of information, it can have a significant performance overhead itself; when measuring +performance, it's best to switch to one of the Profiler tabs Paid plans only, or use the normal +preview mode and display performance measurements with objects. The performance +information the debugger displays includes the following: +The object count (e.g. 500 objects): how many objects are currently created. Using too many +objects can degrade performance. This value corresponds to the objectcount system +expression. +The framerate (e.g. 60 FPS): how many frames per second the project is rendering. The most +common display refresh rate is 60 Hz, so typically an efficiently designed project will render +at 60 FPS. Note however if nothing is changing on-screen, then nothing is rendered, and so +Page 127 of 1113 + + Construct 3 Official Manual + +the framerate may fall to 0 or display a lower result; this does not indicate poor performance, +only that fewer frames are necessary to render. The Ticks per second measurement in the +System performance section of the inspector shows how frequently the engine is stepping, +which may be different to the frames rendered per second. This value corresponds to the fps +system expression. +The estimated CPU time (e.g. 20% CPU): an estimate of how much CPU time is being spent +in the logic of the project. This is not always accurate, especially since it only takes in to +account time spent on the main JavaScript thread, and should only be considered a ballpark +figure. The profiler Paid plans only can break this down in to how much time is being spent in +each area of the project, and is described in more detail later on in this guide. This value +corresponds to the CPUUtilisation system expression. +The estimated GPU time (e.g. 20% GPU): an estimate of how much GPU time is being spent +in the rendering of the project. This is also an estimate based on hardware timers in the GPU. +This value corresponds to the GPUUtilisation system expression. +The estimated image memory use (e.g. 32.5mb images): an estimate of how much memory +is being used by the currently loaded images in the project. Images typically use up the most +memory in a project, but note this value excludes everything else, such as memory required +to run the logic of the project or to play music and sound effects. See the guide on Memory +usage for more information. This value corresponds to the ImageMemoryUsage system +expression. +Some additional performance details appear in the Performance section of the System object's +inspector view, which is displayed by default: +Collision checks/sec (e.g. 1144 (~22 / tick)): how many times in the last second the engine +had to test for a collision between two objects. Collision checks are invoked by the On +collision or Is overlapping sprite conditions, and many behaviors perform additional collision +checks automatically. In brackets, the average checks per tick is also shown. For example if +there were 600 collision checks in the last second and the framerate is 60 FPS, the estimated +checks per tick will be 10. This tells you on average there were about ten collision checks per +frame, although the actual value will often vary frame-by-frame. +Poly checks/sec (e.g. 60 (~1 / tick)): most collision checks are very fast, and the engine can +tell trivially that two objects are not overlapping (by verifying that their bounding boxes do +not overlap). However if two object's bounding boxes are overlapping, the engine must do a +more expensive check where the collision polygons of each object are tested against each +other. This value tells how many checks of this kind were made in the last second, as well as +with the average per tick as with the Collision checks/sec value. Usually the Poly checks/sec +value is considerably smaller, but if it is high, it indicates a possible performance problem. + +Breakpoints +When running the debugger, it's possible to set breakpoints to pause execution of an event sheet +on a specific event, condition or action. For more information, see the manual entry on +breakpoints. + +Page 128 of 1113 + + Construct 3 Official Manual + +THE DEBUGGER 'INSPECT' TAB +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/debugger/inspect-tab + +The Inspect tab is used to view and edit values in the project, such as an object's position. +The Inspect view is divided in to two sections. On the left appears a list of all the object types in +the project, including the System object. On the right appears a list of tables of values relating to +the selected object, similar to the Properties Bar. + +The object list +Click the name of an object type in the object list to expand it. The number of instances of that +object type appears in brackets after the object name. If the object type only has one instance, or +is a global object like the System object or Audio object, it will immediately start inspecting the +object. Otherwise it expands a dropdown with a list of all the object instances sorted by their +index ID (IID). Clicking a particular instance will then inspect just that instance. +There are two ways to filter down the object list: +1 + +Type in to the search box underneath the object list to instantly filter down the list to only show +objects matching the entered search term. +You can also enter a number in the search box to inspect the instance with the +corresponding Unique ID (UID). + +2 + +Tick Hide unused underneath the object list to remove any objects from the list with zero +instances. This will still list project-wide plugins like the Keyboard object. + +The System object is always shown at the top of the object list, regardless of any filtering +options. + +The values view +As with the Properties Bar, the values view shows a categorised list of tables displaying all the +information about the currently inspected object. The displayed values depend on what is being +inspected; for example the Sprite object displays information about its current animation frame, +the Audio object displays information about currently playing sound and music, and the System +object displays information about the engine, layout, and layers. Most often these values +correspond to object properties from the Properties bar, as well as the object's expressions. +Instance variables and behavior values are also shown if the selected object has any. +It is often useful to view these values while running the project. However, they can also be edited. +As with the Properties Bar, simply click on a value and type in a new value to change it. Edited +Page 129 of 1113 + + Construct 3 Official Manual + +values appear in bold. This can be an excellent way to experiment with how your project works. +Note that not all values are editable - those with a light grey background are read-only. +The eye icon to the right of values can be used to add the value to the Watch tab Paid plans only. +This is described in more detail later on. +The Tools section gives you the ability to destroy the inspected object. By default the inspected +object is also outlined with a dotted rectangle in the project to help identify it. If this is +distracting, uncheck the Highlight checkbox. +Objects in a container also provide a list of links to inspect the other instances in the container +with the currently inspected object. + +Page 130 of 1113 + + Construct 3 Official Manual + +THE DEBUGGER 'WATCH' TAB +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/debugger/watch-tab + +Paid plans only The Inspect tab only allows you to view one object at a time, and often also +includes a great deal of information, much of which you may not be interested in. Clicking the +eye icon (circled in red below) beside values in the Inspect tab adds that single value to the +Watch tab. This allows you to combine different values from different objects in to a single +space, as well as reduce the displayed values to just the ones you're interested in. + +In the Watch tab, values can be edited as with the Inspect tab. +The Watch tab shows crosses instead of eyes to the right of the values. Click the cross to +remove the value from the watch. Note if you are watching a value from an object and the object +is destroyed, the watch value will automatically be removed. +Category headers also have their own eye or cross icons. Clicking them will add or remove the +entire section to or from the watch. + +Page 131 of 1113 + + Construct 3 Official Manual + +THE DEBUGGER 'CPU PROFILER' TAB +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/debugger/profile-tab + +Paid plans only The CPU profiler tab provides a more detailed breakdown of the estimated CPU +usage. The project must be running continuously for the profiler to be able to collect and display +information. It then displays a breakdown of the estimated CPU time spent in each part of the +project logic. It updates once a second and the values shown are for the previous second only. + +The CPU profiler tab displaying some results + +It must be noted that the overall CPU usage is an estimate to begin with, and all other values are +therefore estimates as well. The details shown in the profiler only relate to the main JavaScript +thread, and the CPU could be busy with other tasks, such as processing audio or running +pathfinding calculations. Additionally the time for the GPU to render the project is not taken in to +account at all by the profiler (and is instead covered in the GPU profiler tab). +CPU measurements can be unreliable, especially when the system is largely idle. Most +modern devices deliberately slow down the CPU if not fully loaded in order to save power. +This means work takes longer to get done, and these measurements will misleadingly return +a higher measurement, since it's based on timing how long the work takes. It will generally +only be reliable in the device's maximum performance mode, i.e. under full load. +Despite the above caveats, the profiler can be used to identify "hot spots" which would be good +candidates to attempt to optimise first if there is a performance problem. For more performance +advice, see Performance Tips. Note that optimisation is often not necessary and is a waste of +time if the project is already running fast enough. For a deeper discussion of the subject, see the +blog post Optimisation: don't waste your time. + +Profiler breakdown +The profiler shows a table identifying how much CPU time has been spent in each part of the +engine, down to individual event groups. It shows both the Self time, which is the time spent in + +Page 132 of 1113 + + Construct 3 Official Manual + +just that item, as well as the Total time, which is the self time plus the time for any sub-items. +The total time is mainly applicable for events, since it shows how much time was spent in that +item and all its sub-items. For example an event group's self time is the time spent processing +the group excluding any sub-groups, and its total time is the time spent processing the group +including any sub-groups. By default the table is sorted showing the highest self time at the top, +which is normally the best way to identify what needs to be optimised. However you can click +the table headers to sort by total time instead. +The top-level items are: +Events: a breakdown of how much time was spent running event logic in the event sheets +used by the layout. This is first broken down in to each event sheet (in case includes were +used), and then further down in to groups and nested groups of events. This can help identify +the most CPU-intensive events which you may want to optimise. Note: this category includes +time spent running scripts in events. +Triggers: some triggers, like On mouse clicked, run outside the normal event processing that +happens every tick. These are not covered in the Events section, so are included under this +item instead. Note: this category includes time spent running scripts in triggered events. +Scripts: how much time was spent running scripts in your project. This only covers script +files - scripts in events are measured under the Events and Triggers categories. Note: only +the time spent in synchronous event callbacks from the engine can be counted. Construct +cannot definitively attribute other time spent running your scripts to this category, such as +asynchronous code or callbacks outside of the Construct engine. For example code that +runs synchronously in the "tick" event is counted here. However code after an await , or +in a setTimeout callback, is not attributed to this category, because Construct is unable to +attribute the time spent running script in those cases. It will either be counted under the +Engine / Other category, or may not be counted by the CPU profiler at all. If you use this type +of code heavily, rely on the profiler in browser's developer tools instead. +Plugin processing: how much time was spent updating plugins in the engine. Many plugins +require a small amount of work to update them every tick, such as for Sprite to advance +animations. If there are a large number of instances, this amount of work can become +significant. The CPU profiler can also break down this time per plugin to help identify which +objects might be contributing most to the plugin processing time. +Behavior processing: how much time was spent updating behaviors in the engine. Many +behaviors require some work every tick to process movement, collisions and so on. If there +are a large number of instances, this amount of work can become significant. The CPU +profiler can also break down this time per behavior to help identify which objects might be +contributing most to the behavior processing time. In particular the Physics behavior is often +CPU-intensive as it must run a physics simulation. +Tweens / Timelines: how much time was spent updating currently running tweens and +timelines in the project. This is not normally significant unless you have very large numbers +of instances running tweens or timelines. + +Page 133 of 1113 + + Construct 3 Official Manual + +This measurement also includes event sheet triggers for tweens and timelines, such as +the Tween On finished trigger. This means this measurement may have some overlap +with the Triggers measurement. +Draw calls: how long it took the CPU to issue rendering calls, not including the time for the +GPU to complete them. In some cases, rendering calls can be quite CPU intensive, especially +when very large numbers of objects are on-screen. Some browsers also forward all draw +calls to another thread to be processed in parallel, in which case the Draw calls +measurement will likely be an underestimate. +Engine / Other: the remaining time spent in Construct's runtime engine, which is the overall +estimated CPU with the events, scripts, plugin/behavior processing, and draw calls times +subtracted away. This covers the general runtime overhead. It sometimes also includes time +spent running scripts in your project - see the Scripts category description for more details. + +Page 134 of 1113 + + Construct 3 Official Manual + +THE DEBUGGER 'GPU PROFILER' TAB +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/debugger/gpu-profiletab + +Paid plans only The GPU profiler tab provides a more detailed breakdown of the estimated GPU +usage. This covers work done to render the project's graphics, which is typically done on +separate hardware (the Graphics Processing Unit, or GPU). The project must be running +continuously for the profiler to be able to collect and display information. It then displays a +breakdown of the estimated GPU time spent on each layer. It updates once a second and the +values shown are for the previous second only. + +It must be noted that the overall GPU usage is an estimate to begin with, and all other values are +therefore estimates as well. However it is usually sufficient to identify which layers are +responsible if the GPU usage is high. +GPU measurements can be unreliable, especially when the system is largely idle. Modern +devices can deliberately slow down the GPU if not fully loaded in order to save power. This +means work takes longer to get done, and these measurements will misleadingly return a +higher measurement, since it's based on timing how long the work takes. It will generally +only be reliable in the device's maximum performance mode, i.e. under full load. +The measurements are based on the time it takes for the GPU hardware to do the rendering +work. It should be noted that these are hardware measurements, and do not involve software. +Therefore high GPU measurements are not usually the consequence of any particular software +or technology, and will be similar across different tools that send the same work to the GPU. A +high GPU measurement indicates that the capabilities of the hardware have been reached; the +solution is to adjust the design of the project to require less rendering work, such as fewer +objects, fewer layers, reduced use of effects, and so on. + +Profiler breakdown +Page 135 of 1113 + + Construct 3 Official Manual + +The GPU profiler works similarly to the CPU profiler, but it displays the approximate GPU time +required to render each layer. It shows both the Self time, which is the time spent to render that +layer alone, as well as the Total time, which is the self time plus the time spent rendering any +sub-layers. There is also a separate item for the layout itself, whose total time includes all layers, +and includes the time to process any layout effects, as well as any layout-level compositing that +is required (such as stretching the final image larger in low-quality fullscreen mode). +Layers that use their own texture will always require more GPU time to render, since they +require an additional step of copying the entire layer texture to the display afterwards. When +using a large viewport in high-quality fullscreen mode, this can consume a lot of GPU +bandwidth (also known as fillrate). + +Page 136 of 1113 + + Construct 3 Official Manual + +FILE EDITORS +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/file-editors + +Paid plans only Some kinds of project files added to the Project Bar can be edited directly in +Construct using one of the following file editors. See the section on each editor for more +information. +Array files (stored in JSON format) for the Array object can be viewed and edited with the +Array editor. +Dictionary files (stored in JSON format) for the Dictionary object can be viewed and edited +with the Dictionary editor. +Any other text-based file can be viewed and edited with the Text editor. + +Opening the file editors +To open a file editor, start by adding a new file in the Files folder of the Project Bar. For more +information, see project files. + +Page 137 of 1113 + + Construct 3 Official Manual + +ARRAY EDITOR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/file-editors/array-editor + +Paid plans only The Array editor allows editing an array data file for the Array object. The data +you enter can be loaded at runtime by loading the project file in to the Array object. It provides a +visual way to set the initial data for an Array. The Array Editor appears when editing or adding an +array data file (in JSON format) in the Project Bar. + +The Array Editor + +Opening the Array Editor +To open the Array Editor in a new project, start by adding a new Array file in the Files folder of the +Project Bar. For more information, see project files. + +Editing arrays +Initially the array is sized to 1 x 1, which means there is just one cell available. Use the Width and +Height settings to change how many cells are available. This determines how many rows and +columns appear in the editor, allowing you to enter more data. +Enter values in cells simply by typing in them. You can also navigate between cells using Tab or +Ctrl + Arrow keys on the keyboard. Note that the type of cells are determined automatically: if +you enter a number (e.g. 4.2), the value is set to a number type, otherwise it is saved as a text +string. +Right-click a cell to open a context menu with options to clear, insert or delete rows and +columns. + +Editing 3D arrays + +Page 138 of 1113 + + Construct 3 Official Manual + +The Array Editor only displays a 2D grid of numbers, like a spreadsheet. However you can create +a 3D array by setting the Depth greater than 1. For example if the width, height and depth are all +10, then there are 1000 elements in a 10 x 10 x 10 array. +To allow editing 3D arrays conveniently, you simply set which Z index you are editing, and edit +values in that 2D plane of the array. Use the Sheet setting to move between each 2D "sheet" of +the 3D array and edit them separately. This allows you to set all the values in a 3D array, while +only editing a 2D section at a time. + +Page 139 of 1113 + + Construct 3 Official Manual + +DICTIONARY EDITOR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/file-editors/dictionaryeditor + +Paid plans only The Dictionary editor allows editing a dictionary data file for the Dictionary +object. The data you enter can be loaded at runtime by loading the project file in to the Dictionary +object. It provides a visual way to set the initial data for a Dictionary. The Dictionary Editor +appears when editing or adding an dictionary data file (in JSON format) in the Project Bar. + +The Dictionary Editor + +Opening the Dictionary Editor +To open the Dictionary Editor in a new project, start by adding a new Dictionary file in the Files +folder of the Project Bar. For more information, see project files. + +Editing dictionaries +Initially the dictionary has a single item, which means there is just one row available. Use the +Size setting to change how many items are available. This determines how many rows appear in +the editor, allowing you to enter more data. Each row represents a key in the dictionary (in the left +column) and its associated value (in the right column). +Enter values in cells simply by typing in them. You can also navigate between cells using Tab or +Ctrl + Arrow keys on the keyboard. Note that keys are always stored as strings, and the type of +values are determined automatically: if you enter a number (e.g. 4.2), the value is set to a number +type, otherwise it is saved as a text string. +Right-click a cell to open a context menu with options to clear, insert or delete rows. + +De-duplicating rows +Dictionaries associate a value with a key. Due to the nature of dictionaries, there cannot be two +identical keys, since there can only be one value per key. If you accidentally enter two identical + +Page 140 of 1113 + + Construct 3 Official Manual + +keys, they will both highlight in red. You can click the Automatically deduplicate keys button to +add numerical suffixes to any duplicated keys to automatically fix this problem. + +Page 141 of 1113 + + Construct 3 Official Manual + +TEXT EDITOR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/file-editors/text-editor + +Paid plans only The Text editor allows editing text-based files in the project. These can be in a +range of formats, such as plain text, comma-separated values (CSV), or bundled JSON, XML, +HTML, CSS or JavaScript files. The data you enter can be loaded at runtime by loading the +project file. The Text Editor appears when editing or adding any text-based file in the Project Bar. + +The Text Editor + +Opening the Text Editor +To open the Text Editor in a new project, start by adding a text-based file in the Files folder of the +Project Bar. For more information, see project files. + +Using the Text Editor +Using the Text Editor to edit long pieces of text/data in a project file is often a lot more +convenient than trying to paste large amounts of text data in to events or in to Text objects. +The Text Editor provides a number of features including: +Line numbering +Syntax highlighting for a range of formats +Code folding (collapsing code sections) +Find/replace/replace all, including with regular expressions +New file templates for formats like HTML + +Page 142 of 1113 + + Construct 3 Official Manual + +ADD CONDITION/ACTION DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/add-conditionaction + +The Add Condition dialog and Add Action dialog are very similar so they are both documented +here. These dialogs allow you to add or edit a condition or action in an event sheet. +Adding a condition or action takes three steps: +1 + +Choose the object type that has the condition or action + +2 + +Choose the condition or action in that object type + +3 + +Enter parameters, if any, such as the X and Y co-ordinate for Set Position. + +The Next and Back buttons can be used to move forwards and backwards through these steps. + +Step 1: Choose the object +In this step a list of all the object types in the project is shown. The System object (which +represents built-in features) always appears first, and the rest of the objects are listed in +alphabetical order. If object types are arranged in to subfolders Paid plans only in the Project Bar, +then folders also appear in this dialog. + +Double-click an object to choose it, or a folder to open it. Typing in the search box in the topright can quickly filter the list if there are many objects. Searching lists results from all folders. +Page 143 of 1113 + + Construct 3 Official Manual + +The conditions and actions each object contains is related to the kind of object it is (e.g. Sprite, +Keyboard or Audio). For example, to locate the Play sound action in the Add Action dialog, first +double-click the Audio object. Remember the System object contains some conditions which +can be used for any object, such as Pick random and For Each. + +Step 2: Choose the condition or action +In this step a list of all the conditions or actions available for the chosen object is displayed. +They are arranged in to related categories. Below a list of the System object's conditions is +shown. + +Some conditions and actions are very commonly used, such as Start of layout or On collision. To +help you identify these quickly, commonly used conditions and actions are highlighted with a +yellow background. +Double-click a condition or action to choose it. As before, typing in the search box can help +quickly locate a condition or action in the list. +For more information on each condition or action, see the reference section of the manual. If the +chosen object has any behaviors, they may add extra conditions and actions in to the dialog as +well. +Some conditions and actions require parameters. For example, the Set position action for a +Sprite requires the X and Y co-ordinates to be entered. This is done in the Parameters dialog in +the next step. However, some conditions and actions do not use any parameters, such as the +Destroy action. In this case once the condition or action is chosen the process is complete. + +Page 144 of 1113 + + Construct 3 Official Manual + +Functions and custom actions both provide ways to add your own items to the list of available +actions. + +Step 3: Enter parameters +If the chosen condition or action requires parameters, the Parameters dialog appears for the +parameters to be entered in to. For more information, see the manual entry for the Parameters +dialog. + +Page 145 of 1113 + + Construct 3 Official Manual + +THE ADDON MANAGER +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/addonmanager + +The Addon Manager shows a detailed list of all addons (plugins, behaviors, effects and themes) +available in Construct 3. It can be opened via Menu►View►Addon Manager. +By default built-in addons are included in the list. Third-party addons appear at the top so you +can easily see what you have installed. You can also uncheck Show built-in in the toolbar to +reduce the list to only your installed addons. The search field also allows filtering the list to help +you find an addon. +You can find a list of third-party addons on the Addon section of the website, including some +additional official addons such as Steamworks for Steam integration. See Installing third-party +addons for more information about how to install and uninstall additional addons. +The Addon Manager can also identify if updates for any installed addons are available. This is +enabled by default according to the Check for updates for installed addons setting in the Settings +dialog. If any updates are detected, it will show a notification when the editor starts up. Addons +with updates available can be found by checking Show updates only. Addons can be updated +individually by right-clicking on them, or you can install all available updates with the Update all +button. +Third-party addons can be bundled with projects Paid plans only, so you don't need to install all +the addons it uses when moving to a different system. For more information, see the Bundle +addons project property. + +Page 146 of 1113 + + Construct 3 Official Manual + +CORDOVA OPTIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/cordovaoptions + +Paid plans only The Cordova options dialog is used to change settings for an Android or iOS +export, both of which are built with Cordova. +For more information, also refer to the tutorial How to publish mobile apps. + +The Cordova options dialog + +The dialog shown is for an Android export, but the appearance is similar for an iOS export. The +following options are available. +Min. version + +Choose the minimum Android or iOS version that the app will support. A lower minimum +version will make your app available on a greater number of devices on the market. On the +other hand a higher minimum version ensures your app runs on more modern systems with +better features and performance, and often correlates with higher-spec hardware. +Target version + +(Android exports only) This field displays the Target API level that Construct has configured +for your app, displayed as both the Android API level and the corresponding Android version +number. This is different to the minimum version and is set by Construct so is not +changeable. It is usually updated annually when the Google Play publishing requirements + +Page 147 of 1113 + + Construct 3 Official Manual + +specify a new required target API level. If you need an updated target API level, make sure +you are using the latest version of Construct, or check the latest beta release. +Android build + +(Android exports only) Choose what to export. For more details see the tutorial How to +publish mobile apps. +Cordova project: export a Cordova project which can be built locally with the Cordova +CLI, or used with a different build service. +Android Studio project: use Cordova to generate an Android Studio project, which can +then be opened in Android Studio for customisation, testing and completing an Android +build. +Debug APK: build a test Android application (APK) via the Scirra Mobile App Build +Service. Debug APKs are intended for testing only. Normally to install a debug APK on an +Android device requires adjusting the system settings to enable a special developer +mode. Debug APKs cannot be published to the Google Play Store. +Unsigned release APK: build a release Android application (APK) via the Scirra Mobile +App Build Service. Release APKs are intended for publishing to the Google Play store and +must first be signed before they can be published. Additionally you cannot normally +install a release APK to a device unless it comes from the Google Play store. If you +simply wish to test your app without publishing it, use a Debug APK instead. +Unsigned Android App Bundle: build a release Android application, in the new Android +App Bundle (ABB) format, via the Scirra Mobile Build Service. ABBs are intended for +publishing to the Google Play store and must first be signed before they can be +published. An ABB file cannot be directly installed onto a device. You should not use +these for local testing +Signed Debug APK: build and sign a test Android application (APK) via the Scirra Mobile +App Build Service. While signing a debug APK is not required to install it onto a device, +some services require that you sign the APK with your publishing certificate before you +can test them ( such as Google Play Games ). Under most situations you will be fine to +use an Unsigned Debug APK. +Signed Release APK: build and sign a release Android application (APK) via the Scirra +Mobile Build Service. This is intended for publishing to the Google Play store, it is already +signed so can be uploaded directly to the store. + +Page 148 of 1113 + + Construct 3 Official Manual + +Signed Android App Bundle: build and signed a release Android application, in the new +Android App Bundle (ABB) format, via the Scirra Mobile Build Service. This is intended for +publishing to the Google Play store, it is already signed so can be uploaded directly to the +store. An ABB file cannot be directly installed onto a device. + +URL whitelist + +A space separated list of URLs that the app can ask the system to open. The default option +http://*/* https://*/* allows the application to open any http or https URL. + +Android Version Code + +(Android exports only) Specify a Android version code for this export. The initial value is +automatically calculated from the project's version number. +iOS build + +(iOS exports only) Choose what to export. For more details see the tutorial How to publish +mobile apps. +Cordova project: export a Cordova project which can be built locally with the Cordova +CLI, or used with a different build service. +Xcode project: use Cordova to generate an Xcode project, which can then be opened in +Xcode on a Mac for customisation, testing and completing an iOS build. + +Hide status bar + +When the app is running, hide the system status bar if possible. This allows the app to use +up more space on the screen. +Require Vibrate permission + +Enable if your app makes use of vibrating the device to ensure the app has permission to do +this. +Require Camera permission + +Enable if your app makes use of camera input via the User Media object to ensure the app +has permission to access this. +Require Microphone permission + +Page 149 of 1113 + + Construct 3 Official Manual + +Enable if your app makes use of microphone input via the User Media object to ensure the +app has permission to access this. +Choose Keystore +Create Keystore + +(Signed Android builds only) Choose a keystore from the filesystem, or create a new one, for +use in signing the build. +Key Name + +(Signed Android builds only) The name of the key within the keystore you wish to use for +signing the build. This is referred to as the "alias" by the create keystore dialog. +Key Store password + +(Signed Android builds only) The password for the keystore you have selected. +Key password + +(Signed Android builds only) The password for the key you have chosen in the keystore. + +Page 150 of 1113 + + Construct 3 Official Manual + +CREATE NEW OBJECT TYPE +DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/create-newobject + +The Create New Object Type dialog typically appears after double-clicking a space in a Layout +View. It allows you to choose the kind of object type to add to the project. Each kind is known as +a plugin. Selecting a plugin then creates a new object type based on that plugin. See Project +Structure for a description of the difference between object types and instances. The plugin +reference section of the manual includes documentation for each plugin. + +Plugins are categorised in to related groups. Within each group they are arranged alphabetically. +Selecting an item will display a brief description summarising what the plugin does at the +bottom of the dialog. Typing in the search box in the top right can quickly filter down the list to +help you find what you are looking for. +If you regularly use the same few plugins, you can right-click them and choose Pin to top, and it +will be kept at the top of the dialog for quicker access. If you change your mind, you can rightclick a pinned plugin and choose Unpin to return it to its usual location. This also works for +adding behaviors and effects. +The Name field indicates what the name of the object type in the project will be after you add it. +By default this will be a numbered version of the plugin name e.g. Sprite2, Sprite3 etc. It is a good + +Page 151 of 1113 + + Construct 3 Official Manual + +idea to give objects descriptive names so you don't get confused when working on your project. +You can enter a descriptive name in this field which the object will use when added, but if you +don't you can still easily rename objects via the Properties Bar or Project Bar. +Double-click an item to add it to the project. If the object can be placed in a layout and a Layout +View is open, the cursor turns to a crosshair for you to place the first instance of that object. For +objects with images or animations (like Sprite), after you have placed this instance the +Animations editor will appear to design the image or animations for the object. +Other kinds of object (like the Keyboard and Audio object) do not need placing in a layout. After +adding one of these objects, the dialog closes but there is no need to place it anywhere. Instead, +a notification appears indicating that it is available to the entire project. This type of object can +only be added once, and will show as disabled in the list if the dialog is brought up again. + +Page 152 of 1113 + + Construct 3 Official Manual + +ADD/EDIT CUSTOM ACTION DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/custom-action + +The add/edit function dialog appears when adding or editing a custom action. + +This dialog has the following fields. +Object + +Click the button to choose the object type or family the custom action will belong to. +Name + +The name of the custom action. This will appear in the Add Action dialog and in the event +sheet to identify this custom action. Object types are allowed to add a custom action with +the same name as a family custom action, in which case the object type's custom action +works as an override. +Description Optional + +An optional description of the custom action, for your organisational purposes. This is +displayed in the Add action dialog and can be a helpful reminder of what the custom action +does. +Category Optional + +An optional category for the custom action, for your organisational purposes. Custom +actions with the same category are grouped together in the Add action dialog, providing a +way to arrange related custom actions together. This field autocompletes with existing +category names used, making it easier to use the same category names. +Page 153 of 1113 + + Construct 3 Official Manual + +Copy all picked + +By default custom actions run with only the same instances of the given object picked as the +action that called it. Check Copy all picked to instead run the custom action with the same +instances of all objects picked as the action that called it, much like the Copy picked setting +for functions. +Asynchronous + +Tick to mark the custom action as asynchronous (or async for short). This means calls to +this custom action can be used with the System action Wait for previous actions to complete +if the custom action does any of its own waiting. Note this has a small performance +overhead, so for best performance leave this disabled if you don't need it. + +Page 154 of 1113 + + Construct 3 Official Manual + +THE EASE EDITOR +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/ease-editor + +This editor enables the possibility of creating custom ease functions to be used with timelines +and tweens. This is a little bit of extra work when compared to the built in ease functions, but it +makes it possible to customize your timeline animations and tweens even further. +The most basic use is that of a cubic curve with a beginning, end and anchor points. This allows +variations on all the basic ease functions (e.g. Sinusoidal, Back etc). It is also possible to add +additional points in the middle of the curve to create variations of the more complex curves (e.g. +Bounce, Elastic). Of course it is also possible to create completely original curves by using +multiple points. + +Using the ease editor +Here is a short summary on how to create eases, use the ease editor and finally apply a custom +ease. + +Step 1: Create a custom ease +Right-click Eases folder in the Project Bar and select Add ease. + +Page 155 of 1113 + + Construct 3 Official Manual + +Step 2: Open the editor +Right-click on the newly created ease element under the Eases folder, then select the Open +option or Double-click the ease element in the Project Bar. + +Step 3: Make changes +With the ease editor open, you can make changes to the curve by dragging the colored handles. +The default ease has four points, the start and end points (yellow squares) and the two anchor +points (green and red squares). In any ease it is not possible to change the position of the start +and end points. This means that with the default curve you will only be able to move the anchor +points. +If more ease keyframes are added in the middle of the curve, it is possible to move those. +There are some limitations to the position the anchor points can take in relation to the main +points, but those will be covered later. +The default ease will be something similar to the built in In Out Sinusoidal ease function. + +Step 4: Use the custom ease +Once a custom ease is complete, it can be used in any of the places the built in eases are +available. The names of the custom eases will appear after the names of the built in ease +functions in all the relevant places. These include the Properties Bar, Timeline Bar and Tween +behavior. + +Interface +Handles +The different handles are the main method to edit the ease function. + +Page 156 of 1113 + + Construct 3 Official Manual + +Main Handle: The main points, or keyframes of the curve are represented by yellow squares. +This points are positions the curve must include. More points can be added to the curve to +edit how it looks like. Depending on the "Purpose" of the curve the starting point and ending +point might not be editable. +Anchor Handle: The anchor points of the curve, represented by green and red squares. Each +pair of main points has two anchor points in between them. The first anchor point of a sub +section of a curve will always be green, while the second anchor point will always be red. +Anchor points can never go outside the range defined by the two main points that contain +them. Dragging the main handles will force anchor handles out of their previous position to +keep the previously mentioned condition. + +Colored Lines +These are the main visual aid to understand how the curve will behave when it is used. +Green line: The green line represents the ease function itself. The closer it is to the red line, +the closer the timeline or tween using the ease will be to the initial value. Going bellow the +red line means the animation using the ease will be going past the starting value, an example +of this is the In Back built in ease. The closer it is to the blue line, the closer the timeline or +tween using the ease will be to the ending value. Going above the blue line means the +animation using the ease will be going past the ending value, an example of this is the Out +Back built in ease. +Red line: Represents the starting value of the ease. +Blue line: Represents the ending value of the ease. + +Horizontal and vertical axis +Each axis of the graph shown by the editor has a meaning that will help you to better understand +what the ease function will be doing. +Horizontal axis: This axis represents time. The further along the axis, the closer the +animation using the ease is to finishing. The marker numbers are there to help identify what +the ease will be doing at 25%, 50% and 75% completion. +Vertical axis: This represents the value the ease will produce. 0% is the starting value of the +timeline or tween using the ease, while 100% represents the ending value. +The image bellow shows a custom ease, with multiple keyframes as well as their corresponding +anchor points. + +Page 157 of 1113 + + Construct 3 Official Manual + +Context Menu +There are two options available in the context menu. +Add ease keyframe: Add a new keyframe to the curve. +Delete ease keyframe: Remove an existing keyframe from the curve. The first and last +keyframes can not be deleted. +Invert ease: Invert all the keyframes in the ease to produce the opposite ease. +Toggle linear and cubic: Toggle between a cubic ease and a linear ease. +Make segment linear: Toggle the "Segment" property of a keyframe to make the +corresponding segment a linear transition. +Make segment cubic: Toggle the "Segment" property of a keyframe to make the +corresponding segment a cubic transition. + +Toolbar + +The toolbar at the top shows a few useful fields and buttons: +Name: Change the name of the ease. +Purpose: This property can take the values of "Any" or "Expressions only" and affects how the +ease can be edited. +Position: The inputs show the position of the last handle that was clicked on. Useful to make +more precise adjustments that what is possible by dragging with a pointer device. + +Page 158 of 1113 + + Construct 3 Official Manual + +Segment: This property is keyframe specific and can take the values of "Linear" or "Cubic". It +affect how the ease behaves from the point where a keyframe is until the next one. +Undo: Works like elsewhere in the application. +Invert ease: Invert all the keyframes in the ease to produce the opposite ease. +Toggle linear and cubic: Toggle between a cubic ease and a linear ease. +Zoom: Works like elsewhere in the application + +Editing built-in eases +When the ease editor is opened from the common Ease editor property of a Timeline element, +the editor can be opened showing a built-in ease. +In this case a new custom ease is created to look just like the corresponding built-in ease, it is +also given a unique name and can be edited normally. +After closing the editor, if any meaningful changes where made, the new custom ease is added +to the project and assigned to the corresponding timeline element. If no meaningful change was +made after the editor is closed, everything is discarded. + +The special "Default" ease value +In the case of opening the editor from a timeline element which is using the special "Default" +value the Ease property can take, C3 will look up the corresponding timeline's inheritance +structure for a concrete ease value to use, be it custom or a built-in one. +After closing the editor, any changes are applied to the timeline element which had the real ease, +rather than the element which was using the special "Default" value. + +The "Purpose" property +As mentioned earlier, this property can take the following values: +Any + +Can be used anywhere where custom eases are supported. Their first and last keyframes +can not be edited at all, that means the ease is bounded to start at a value of 0 and end at a +value of 1. +Expressions only + +Can only be used as argument in expressions that support providing a custom ease, such as +the Ease expression of the Timeline Controller plugin. This purpose allows to edit the first +and last keyframes of the ease, allowing it to start at values different from 0 and end in +values different from 1. + +Page 159 of 1113 + + Construct 3 Official Manual + +If a custom ease is already used in a place which expects it to have the "Any" purpose, such as +Tweens, then the property will not be able to be changed. The same goes if it is already used in a +place which expects the "Expressions only" prupose. + +Page 160 of 1113 + + Construct 3 Official Manual + +ADD/EDIT EVENT GROUP DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/event-group + +The Add/Edit Event Group dialog contains settings for a group of events. + +This dialog has the following fields. +Name + +A name identifying this event group, displayed as its title in the event sheet. When enabling or +disabling event groups, the name identifies the group. +Description Optional + +An optional description summarising what the events in the group do, for your organisational +purposes. This is displayed beneath the group title in the event sheet. +Active on start + +Determine whether or not the event group is enabled when the project begins. If this is +unchecked, the event group is disabled, and none of the events inside it will run until it is +enabled by the Set group active system action. Groups which are inactive on start are +displayed with faded out text in their header. + +Page 161 of 1113 + + Construct 3 Official Manual + +ADD/EDIT EVENT VARIABLE DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/event-variable + +The Add/Edit Event Variable dialog allows you to change the details of a global or local variable +in an event sheet. + +The dialog has the following fields. +Name + +The name identifies the event variable. This is typed in to expressions to retrieve the value of +the event variable. Some names cannot be used, like the names of system expressions, +since they would conflict when entering an expression. +Type + +The type specifies what kind of value the variable holds. This can be Number, String (text), or +Boolean (an on/off value). The type of an event variable does not change - you can't store +text in a Number variable and vice versa. +Once you create events that use this variable, its type cannot be changed, since that +could make the events invalid. + +Initial value + +The initial number for a Number variable, the initial text for a String variable, or a checkbox +for a Boolean variable to specify if it is initially true (checked) or false (unchecked). Note that +unlike expressions, the initial text entered here does not need double quotes around it. In + +Page 162 of 1113 + + Construct 3 Official Manual + +other words, Hello is a valid entry, and if you enter "Hello" (as you would in an expression) the +initial string will include the double quotes. +Description Optional + +An optional comment you can use to briefly describe what the variable is used for. It is +displayed next to the name in the editor to help remind you what to use the variable for. +Static + +Only applies to local variables. By default, local variables reset their value to the initial value +every tick. However if Static is checked, the local variable's value will persist permanently, like +a global variable. Static local variables differ from global variables in that they can still only +be used within their scope. Global variables always hold their values permanently so the +Static option does not apply to them. For more information about local variables, see Event +Variables. +Constant + +Make a variable read-only. You will be able to compare and retrieve the variable, but not +change its value using any actions. This is useful for referring to a number like the maximum +number of lives, without having to repeat the number in your events. If you want to change +the value, there is only one place you need to change, which is a lot easier than having to +hunt down the multiple places you entered a particular number in your events. According to +programming convention, the names of constants are displayed in upper case, e.g. +MAX_LIVES. + +Page 163 of 1113 + + Construct 3 Official Manual + +THE EXPORT MANAGER +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/exportmanager + +The Export Manager displays a list of the last few projects you've exported from Construct. This +helps you find an exported project again if you forget to save the resulting file, or otherwise lose +it. It can be opened via Menu►View►Export Manager. Note only the last few exports are kept +and old ones are automatically deleted, so don't rely on it to keep everything - be sure to save +exported files at the time you export them. + +To download a previous export again, select it in the list and click the Download button in the +toolbar. If you need to free up storage space you can also manually delete saved exports with +the Delete button in the toolbar. + +Building Cordova exports +Paid plans only If you export for Android or iOS and select the Cordova project option, the result +is a zipped Cordova project. You can then choose to build it by selecting it in the Export Manager +and clicking the Build button on the toolbar. This will then take you through the steps to build a +mobile app with Construct 3's build service. Note it's quicker to select one of the other build +options at the time you export for Android or iOS, but this can be useful if you forget, or want to +run more than one kind of build. + +Page 164 of 1113 + + Construct 3 Official Manual + +THE EXPRESSIONS DICTIONARY +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/expressionsdictionary + +The Expressions Dictionary lists all the expressions available in your project. This saves you +having to remember them or look them up elsewhere. It is shown floating next to the Parameters +dialog. It can be hidden or shown by clicking the Find expressions link on the Parameters dialog +or by pressing F4. By default it is semitransparent so it does not distract you while entering +parameters. However on small screens if there is no room to display it without overlapping the +Parameters dialog, then it is hidden by default. + +The search box in the top right can be used to quickly filter the list. +Double-click an object to list all its expressions. Descriptions are also shown next to each +expression to help indicate what value will be retrieved. Double-click one of the listed +expressions to insert it to the current expression in the Parameters dialog. Click the Back button +in the caption to return to the object list. +Behavior expressions are also shown for objects with behaviors. The System page also lists all +system expressions as well as all the global and local variables in scope (see Event Variables). + +Page 165 of 1113 + + Construct 3 Official Manual + +ADD/EDIT FUNCTION DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/function + +The add/edit function dialog appears when adding or editing a function. + +This dialog has the following fields. +Name + +The name of the function. Note that if the function is used as an expression (its Return type +is not None), the name must be a valid expression, so cannot contain special characters or +whitespace. Functions used as actions (with a Return type of None) can use any name. +Description Optional + +An optional description of the function, for your organisational purposes. This is displayed in +the Add action dialog or Expressions dictionary depending on the return type of the function, +and can be a helpful reminder of what the function does. +Category Optional + +An optional category for the function, for your organisational purposes. Functions with the +same category are grouped together in the Add action dialog and Expressions dictionary, +providing a way to arrange related functions together. This field autocompletes with existing +category names used in the project, making it easier to use the same category names. +Return type + +The return type of the function. This also determines whether the function is used as an +action or an expression. Functions with a return type of None are used as actions; otherwise +they are used as expressions. A return type of Any means the function can return either a +Page 166 of 1113 + + Construct 3 Official Manual + +number or a string. Functions with a return type must have a name which is a valid +expression, so cannot contain special characters or whitespace. +Once a function is used in your project, the return type cannot be changed. + +Copy picked + +Normally calling a function will run its actions with all objects reset to picked. For example +calling a function that modifies a Sprite will modify all instances of that Sprite regardless of +whether any conditions picked specific instances before calling the function. Enabling Copy +picked means the function will run with the same picked instances as the event that calls it, +so actions still run on the same instances picked by any previous conditions. +Asynchronous + +Tick to mark the function as asynchronous (or async for short). This means calls to this +function can be used with the System action Wait for previous actions to complete if the +function does any of its own waiting. Note this has a small performance overhead, so for +best performance leave this disabled if you don't need it. + +Page 167 of 1113 + + Construct 3 Official Manual + +ADD/EDIT FUNCTION PARAMETER +DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/functionparameter + +The Add/Edit Function Parameter dialog allows you to change the details of a function +parameter. Since function parameters work similarly to local variables, the dialog is also similar +to the Add/edit event variable dialog. + +The dialog has the following fields. +Name + +The name identifies the function parameter. This is typed in to expressions to retrieve the +value of the parameter. Some names cannot be used, like the names of system expressions, +since they would conflict when entering an expression. The name is also displayed when +calling the function. +Type + +The type specifies what kind of value the parameter holds. This can be Number, String (text), +or Boolean (an on/off value, displayed as a checkbox). The type of a parameter does not +change - you can't pass text for a number variable and vice versa. +Once you create events that call the function, its parameter types cannot be changed, +since that could make the events invalid. + +Initial value + +The initial number for a Number parameter, the initial text for a Text parameter, or a checkbox +for a Boolean variable to specify if it is initially true (checked) or false (unchecked). Note that + +Page 168 of 1113 + + Construct 3 Official Manual + +unlike expressions, the initial text entered here does not need double quotes around it. In +other words, Hello is a valid entry, and if you enter "Hello" (as you would in an expression) the +initial string will include the double quotes. The default parameter value is pre-filled when +calling the function, or used if the function ends up being called with missing parameters. +Description Optional + +An optional comment you can use to briefly describe what the parameter is used for. It is +displayed in the editor when calling the function to help remind you what to use the variable +for. + +Page 169 of 1113 + + Construct 3 Official Manual + +THE IMPORT AUDIO DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/import-audio + +The Import Audio dialog allows audio files to be added to the project from disk. It is accessed by +selecting Import Sounds or Import Music from the right-click menu of the Sounds or Music +folders in the Project Bar. Be sure to add the Audio object to your project to play back sounds +and music. + +There are two ways to import audio files: +1 + +Click the Import audio button, which opens a file picker to choose some local files to import + +2 + +Drag-and-drop some local files in to the area that says Drag and drop audio files here + +As soon as you choose some files or drop them in, Construct will encode them to WebM Opus +for best compatibility across platforms. It is recommended to import 16-bit PCM WAV or FLAC +files to ensure Construct can encode them without any quality loss. If you import files which are +already WebM Opus, they will simply be copied to the project. +Construct will use all available CPU cores to encode imported audio, which is useful if you need +to import a lot of audio files. The progress of encoding is displayed in the table of files. Once all +encoding is done, you can click Import to add them to the project. + +Categorise audio files correctly +Page 170 of 1113 + + Construct 3 Official Manual + +It is important to organise audio files appropriately. Audio files in the Sounds project folder are +loaded completely before playing, but files in the Music folder are streamed. This means if a +music track is accidentally put in the Sounds folder, it would have to load completely before it +can start playing. However, audio in the Music folder can start playing much more quickly since +it is streamed, and also uses less memory for long tracks. + +Platform compatibility +There is not one audio format that can play across all browsers and platforms with built-in +support. To avoid having to use multiple audio formats, Construct uses its own WebM Opus +decoder for Safari & iOS, which are the last platforms left that do not have built-in support for +WebM Opus. +In most browsers Construct can transcode AAC or MP3 audio for you. However if the browser +does not support decoding these formats, Construct may be unable to transcode these formats +and may show a warning. It is strongly recommended to use WebM Opus for all audio in +Construct projects, as it is the only format that is guaranteed to play on all platforms. You will +need to use other software to encode your audio to WebM Opus, and then import the .webm files +to your project. Construct will simply copy these files in to your project if they are already WebM +Opus. + +Import formats +The following formats can be imported to Construct. PCM WAV or FLAC files are recommended. +PCM WAV (.wav): converted to WebM Opus +FLAC (.flac): converted to WebM Opus +WebM (.webm): copied to project if Opus, else converted to Opus +MPEG-4 AAC (.m4a): converted to WebM Opus in most browsers (note this is lossy) +MP3 (.mp3): converted to WebM Opus in most browsers (note this is lossy) +Ogg Vorbis (.ogg): converted to WebM Opus (note this is lossy) +Ogg Opus (.opus): converted to WebM Opus (note this is lossy) +If you need to import a different format, you'll need to find third-party software to convert it. If +you can, convert it directly to WebM Opus, as that is the preferred format for Construct. + +Playback preference +Projects only need to use WebM Opus files to support all platforms. However in some cases, +especially with older projects, audio files may be available in multiple formats in the project. In +that case Construct uses the following order of preference to pick which to play at runtime. The +first format in the list that has built-in support is used. If none of the available formats has builtin support, and there is a WebM Opus file available, then Construct falls back to the software +decoder last of all. + +Page 171 of 1113 + + Construct 3 Official Manual + +1 + +WebM Opus + +2 + +Ogg Vorbis (used by Construct 2) + +3 + +MPEG-4 AAC + +4 + +MP3 + +5 + +Software decode WebM Opus + +Page 172 of 1113 + + Construct 3 Official Manual + +ADD/EDIT INSTANCE VARIABLE +DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/instancevariable + +The Add/Edit Instance Variable dialog allows you to set the name, type and initial value for an +instance variable in an object type or family. + +The dialog has the following fields. +Name + +The name identifies the instance variable. This is typed in to expressions after the object +name (e.g. Sprite.MyVariable ) to retrieve the value of the instance variable. Some names +cannot be used if they conflict with the names of the object's other expressions or behaviors. +Type + +The type specifies what kind of value the instance variable holds. This can be Number, Text +(also known as a string), or Boolean (an on/off value). The type of an instance variable does +not change - you can't store text in a Number variable and vice versa. Also note that once you +create events that use this variable, its type cannot be changed, since that could make the +events invalid. +Initial value + +The initial number for a Number variable, the initial text for a Text variable, or a checkbox for +a Boolean variable to specify if it is initially true (checked) or false (unchecked). Note that +unlike expressions, the initial text entered here does not need double quotes around it. In +other words, Hello is a valid entry, and if you enter "Hello" (as you would in an expression) the +initial string will include the double quotes. + +Page 173 of 1113 + + Construct 3 Official Manual + +Description Optional + +An optional comment you can use to briefly describe what the variable is used for. It is +displayed in the Properties Bar description panel when the instance variable's property is +selected. +Show in Properties Bar + +By default all instance variables are shown when listing properties in the Properties Bar. This +can be unchecked to hide it from the listed properties. However it will still be available for use +in event sheets. Hiding instance variables can be useful if you have a large number of them +and some are only used in event sheets. + +Page 174 of 1113 + + Construct 3 Official Manual + +THE NEW PROJECT DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/new-project + +The New project dialog appears when you create a new project. It allows you to specify some +basic details about the project, such as its name. New projects can be created from the Start +Page or the main menu. +All values are optional so you can simply click OK right away to get a basic new project with +default settings. Note the Alt + N keyboard shortcut creates a new project skipping this dialog, +as if you clicked OK after it opened. + +The dialog has the following fields. +Name + +Choose the name of the project. Construct uses this to identify your project. +Choose preset + +Select a preset from this list to fill out the rest of the fields quickly. For example choosing +1080p landscape will automatically fill out a 1080p viewport size and set the landscape +orientation. +Viewport size + +Set the size, in pixels, of the view area in the game. This corresponds to the Viewport size +project property. The viewport size also defines the aspect ratio of the project, which is +displayed to the right. +Orientations + +Page 175 of 1113 + + Construct 3 Official Manual + +Whether to lock the orientation on mobile devices. Any allows the display to switch between +portrait and landscape automatically; choosing either portrait or landscape will attempt to +lock the orientation to prevent it changing, where supported. This corresponds to the +Orientations project property. +Start with + +Choose the type of project to start with. Event sheet starts with an empty event sheet for +using Construct's block-based approach. Script instead starts with a template JavaScript file +for coding your game instead. See the Scripting overview for more information about the +scripting feature in Construct. You can easily switch between the two after creating a project +by adding a new event sheet or a new script file. +Optimize for pixel art + +Check to apply settings that are more suitable for retro-style graphics. The following settings +are applied: +Pixel rounding is enabled +Letterbox integer scale fullscreen mode +Low fullscreen quality +Nearest sampling +These settings can be changed back any time after creating the project. For more +information on each, see project properties. + +Page 176 of 1113 + + Construct 3 Official Manual + +NW.JS OPTIONS DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/nw-js-options + +The NW.js options dialog allows you to customise an NW.js export Paid plans only. + +The NW.js options dialog + +The following options are available. +NW.js version + +Choose which version of NW.js to export with. Each NW.js version is based on a Chromium +version. The Latest option auto-updates as new versions become available. It's +recommended to use the latest version for best features and performance, but some plugins +may require a specific version. +The first time you use each version it will need to be downloaded for the selected platforms. +You can manage the downloaded NW.js versions with the NW.js version manager. +Platforms + +Select which platforms are exported. If the NW.js version needs to be downloaded, only the +checked platforms are downloaded. Unchecking platforms you don't need will save time +exporting and reduce the size of the exported files. +Package assets + +Bundle all the project's files in to a single compressed file named package.nw. This reduces +the number of exported files and slightly obscures the asset files from browsing. However +Page 177 of 1113 + + Construct 3 Official Manual + +the file must be extracted on startup, which can cause long loading times for very large +projects. Disabling this just copies the project files to the same folder, which also allows for a +faster startup time. +Compress final zip + +This only affects the final exported .zip file that Construct produces. Since the zip file can be +very large, especially when exporting for several platforms, compressing the final zip file can +take a long time. Disabling this option skips compression which can speed up the export, but +will produce a larger file. +Window frame + +Whether the application window has the default operating system window frame around it. +This is typically a caption and border. +Resizable window + +Whether the application window can be resized by the user. If disabled the window can still +be resized or made fullscreen using events. +Kiosk mode + +Run the application in kiosk mode. This is intended for public computer displays. The +application runs fullscreen and blocks any access to the rest of the system. +Ignore GPU blacklist + +Some systems with poor quality graphics drivers can end up crashing or causing severe +display glitches when running games. Browsers provide blacklists to recognise faulty drivers +or hardware and fall back to software rendering. This guarantees the game will work, but can +result in poor performance on such systems. Disabling this option always uses GPU +rendering which can be much faster, but can then run in to issues on systems with poor +quality drivers. +Enable DevTools + +Whether the app should allow opening the Chrome DevTools by pressing F12 or using the +Inspect context menu option. This is useful for development purposes, but can be unwanted +when publishing especially if the F12 shortcut is meant to be used for something else. +Export for Steam + +Change the configuration to improve compatibility with Steam. This sets the command line +options --in-process-gpu and --disable-windows10-custom-titlebar, and also forces the +window to constantly redraw to improve compatibility with the Steam Overlay. + +Page 178 of 1113 + + Construct 3 Official Manual + +Command line options + +This option allows advanced users to customise the Chromium command-line arguments +used by NW.js. +In general, only the default settings (with no command-line arguments) are supported, +both by Scirra and by the Chromium developers. Support for various command-line +options may change over time, including changing how they work or removing support +for them. Use at your own risk. + +Page 179 of 1113 + + Construct 3 Official Manual + +NW.JS VERSION MANAGER +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/nw-js-versionmanager + +The NW.js version manager allows management of which NW.js versions and platforms are +downloaded for use with NW.js exports Paid plans only. + +The NW.js version manager + +Downloading NW.js versions ahead of time ensures that it will be reasonably fast to export with +that version. If you export to an NW.js version that is not downloaded, it will be downloaded +during the export process. On slow connections the download can take some time. The NW.js +version manager allows you to download in the background so you can continue working on +your project and export when the download is ready. Additionally NW.js downloads can use up a +lot of storage space, so the NW.js version manager also allows deleting previous downloads. +The total storage space used by NW.js is displayed in the footer of the dialog. +Double-click an NW.js version to open a list of platforms available with that version. Then you +can double-click a platform to start a download for it. The download will continue in the +background, so you can close the NW.js version manager and continue working on your project +while the download completes. As a shortcut to download all platforms for an NW.js version, +right-click it in the list and select Download. +To delete old versions, right-click the entry either in the main NW.js version list, or an individual +platform in the platform list, and select Delete. + +Page 180 of 1113 + + Construct 3 Official Manual + +THE PARAMETERS DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/parameters + +The Parameters dialog appears after the Add condition/action dialog, or when editing a +condition or action. It allows you to enter parameters such as the X and Y co-ordinate for the +Sprite object's Set Position action (shown below). It does not appear for conditions or actions +which do not use any parameters, such as the Destroy action. Expressions can be entered for +many parameters, which can be anything from a simple value to a sophisticated mathematical +calculation. +The parameters that are displayed depend on the condition or action that was selected. To find +out more about what to enter for each field, check the related documentation in the Plugin +reference, Behavior reference or System reference. +The Expressions dictionary appears next to the Parameters dialog providing a list of all the +expressions you can enter. By default the Expressions panel is faded out unless you hover the +mouse over it. It can also be hidden or shown by clicking the Find expressions link or by pressing +F4. Note on small screens if there is no room to display the Expressions dictionary without +overlapping the Parameters dialog, then it is hidden by default. + +Use the Expressions dictionary to locate system expressions, object expressions, behavior +expressions, global and local variables and instance variables. Alternatively you can use +autocomplete: just start typing, and a list of all the options appears. Additionally if you type as +far as the dot in an object expression (e.g. Sprite. ) a list of all the object's expressions +appears, shown below. This also appears after the dot when entering a behavior expression (e.g. +Sprite.8Direction. ). Use the Up and Down arrows to pick an item in the suggestions list, and +press Enter to insert it. This can help you enter expressions much more quickly. + +Page 181 of 1113 + + Construct 3 Official Manual + +Some expressions also show tips to help you remember how to use the expression, shown +below. This appears when you type the open bracket ( for the expression. This is most useful +for System expressions which tend to have multiple parameters. + +Press Tab to move to the next parameter or Shift + Tab to move to the previous. Enter is also +a shortcut to press Done. (Note you may have to press Enter twice if autocomplete is showing: +once to choose the autocomplete entry, and again to close the dialog.) +If you make a mistake, the part of the expression which is wrong will be highlighted with a red +background. If you press Enter or Done when this is showing, a tip will appear with more +information about the problem. + +Page 182 of 1113 + + Construct 3 Official Manual + +THE SETTINGS DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/settings + +The Settings dialog allows you to change various settings for the Construct 3 editor. It can be +opened via the main menu. + +User interface +Language + +Select the language for the editor interface. Construct 3 must be reloaded after changing +this. +UI mode + +Whether to use a desktop interface, a mobile interface, or automatically decide which to use +(the default). This can be useful to force tablets with a mouse and keyboard attached in to +desktop mode. Construct 3 must be reloaded after changing this. +Use simplified user interface + +Hide advanced options from the user interface. This is intended to provide a simpler +interface for purposes such as classroom teaching with young students. For more +information about using this mode, see the tutorial Using the simplified user interface. +Theme + +Change the style of the editor interface to a different theme. A couple of alternative themes +are built-in. It's also possible to install third-party themes. Construct 3 must be reloaded after +changing this. +Enable UI animations + +Enable animations in the user interface (UI), such as when opening menus, dialogs and so +on. If disabled then these actions will happen instantaneously without any kind of transition. +Enable UI effects + +Enable effects in the user interface (UI), such as shadows behind dialogs and menus. If +disabled these effects will be hidden, which can help improve performance on low-end +devices. +Enable notifications + +Page 183 of 1113 + + Construct 3 Official Manual + +Allow Construct to show information by making a small notification box appear in the corner +of the window. This is recommended since sometimes the information is significant, but if +they are distracting you can turn them off. +Show 'take a break' reminder every 2 hours + +Enable a message displayed every 2 hours while the editor is open reminding you to take a +break. This is intended to encourage your digital well-being, as taking regular breaks is +important for healthy usage of computing devices. It is enabled by default, but can be turned +off, for example if you already have other software that shows such reminders. +Zoom with mouse wheel only + +Normally to zoom the Layout View or Animations Editor, the Control or Command key must +be held down while scrolling the mouse wheel. Enabling this setting means no keyboard key +needs to be held down and scrolling the mouse wheel alone will zoom the view. +Use default icon color + +Allow the current theme to specify the icon color. If disabled, the custom icon color setting +enables. +Custom icon color + +If Use default icon color is disabled, this allows you to choose a custom color for icons in the +editor. +Reset bars & dialogs + +Click to reset the size and position of all bars and dialogs to their defaults. Construct must +be reloaded after doing this. + +Text / code editor +These settings are for Construct's built-in text and code editor, such as when editing a +JavaScript file in the project. +Font size (px) + +Set the font size used in text editors to a size in px. +Automatic indentation + +Check to enable automatic indentation when editing code in the text editors. + +Save & backup +Page 184 of 1113 + + Construct 3 Official Manual + +Default save location + +Choose the default save location when pressing the 'Save' button on a new project. The +default depends on which save options the browser supports; where possible it defaults to +saving a local file, otherwise it defaults to cloud save. +Periodically back up active project + +If enabled, Construct will periodically auto-save your project. This can help avoid lost work in +the event of a crash or hardware failure. +Backup location + +Choose which save location to use for backups. By default this saves backups in the same +place your project is saved (e.g. on Google Drive if your project is saved on Google Drive). +However you can also set it to save to a specific cloud storage service, or a local folder on +the device (where supported). +Local backup folder + +Choose a local folder to save backups to. This option is only used if supported by the +browser/platform, and the backup location is set to Local folder or Same location (in which +case it is used for projects saved to the local system). Click the Choose button to pick the +folder. A folder must be picked for backups to a local folder to work. Construct may have to +prompt you the first time it writes to this folder in a session for permission to write to it. +Backup interval (minutes) + +The duration in minutes after which Construct will automatically make a backup, if enabled. +Clear recent projects + +Click to clear the entries listed in Recent projects in the Start Page and main menu. +Download local browser saves + +This option is only shown when local browser saves are enabled (which is only in browsers +which do not support saving directly to files). Click to download a zip file with all projects +saved to the local browser. This is useful for archiving, diagnostics, and recovery if local +storage is somehow corrupted. + +Default properties +Default project author +Default project email +Default project website + +Page 185 of 1113 + + Construct 3 Official Manual + +Set the default project properties used when creating new projects. These settings will be +pre-filled in to the author, email and website project properties. +Default animation speed + +Set the default animation speed for new animations in the Animations Editor. By default this +is 5 to play animations at 5 frames per second. It can be useful to change this to 0 if you +don't want animations to play by default, allowing manual control of the animation frame. + +Updates +Notify me about updates for + +Opt-in to see notifications about new beta releases. Beta releases are more frequent and +include new features sooner, but may have more bugs. By default you will only be notified +about new stable releases which are generally more reliable. Note you can try beta releases +at any time by visiting the Releases page - this setting only controls which automatic update +notifications you see. +Note if you save a project in a newer release of Construct 3, such as a beta release +ahead of a stable release, that project cannot be opened in the older release. You may +wish to back up your projects before using a beta release. + +Check for updates for installed addons + +Enable automatically checking if any updates are available for installed addons via the +Addons section of the website. If enabled updates are checked for when the editor starts up, +and will show a notification if updates are found; updates can then be installed via the Addon +Manager. + +Preview +Preview with + +Choose one of the following ways for previewing projects: +Popup window: open a popup window to display the project in. The popup uses a +reduced browser interface, such as hiding tabs, to conserve space. This allows you to +view the project in a separate window. However sometimes popup blockers can prevent +the window from appearing. +Browser tab: open a full new browser tab to display the project in. The new tab uses the +full browser interface. Normally when previewing the browser will add a new tab in the +same browser window, and switch from Construct 3 to the project being previewed. + +Page 186 of 1113 + + Construct 3 Official Manual + +Dialog: open a dialog inside the Construct 3 window to display the project in. This does +not involve opening a new browser window at all, so is never blocked by popup blockers. +However the dialog cannot be moved outside of the Construct 3 window. +Construct 3 must be reloaded after changing this. + +Start page +Show the Start Page on startup + +Whether to show the Start Page when Construct starts up. +Hide the Start Page when opening a project + +If enabled, then the Start Page will automatically be closed when you open a project or +example. +Occasionally show message banners from the Construct team on the Start Page + +When there is a major new update or an active promotion, Construct may show an official +message banner on the Start Page. Note this message comes directly from the Construct +team - it is not a third-party advert. Uncheck this option if you would prefer not to see these +messages. + +Event sheets +Hide 'Add action' links + +Hide the row beneath actions in the Event Sheet View that contains the Add action link. This +can save vertical space in the Event Sheet View making it easier to read events, but makes it +slightly less convenient to edit events. Actions can still be added even when the Add action +links are hidden using context menus or keyboard shortcuts. Also events with no actions still +show an Add action link, since it does not take up any extra space. +Translate expressions + +This only applies if you have changed Construct's language to something other than English. +For compatibility reasons, expressions in the event sheet must still be written in English, +even when the interface is showing a different language. By default Construct translates +expressions so you can read and autocomplete them in the same language; however they +must still be written in English. Uncheck this setting to keep displaying expressions in English +even when the interface is in a different language, which means they appear the same way +they are written. This may be particularly useful for bilingual users who also know English. + +Advanced +Page 187 of 1113 + + Construct 3 Official Manual + +Use in-app clipboard + +By default when selecting a 'Copy' command, Construct will try to write to the system +clipboard. However due to restrictions in when browsers allow this to happen, sometimes +the copy is blocked and Construct must prompt you to allow the operation. To avoid this, you +can enable the in-app clipboard, which does not write to the system clipboard. This avoids +these prompts ever appearing, but means you can only copy and paste within the same +Construct window. +Cache cloud metadata + +If enabled, this saves information about files and folders in your cloud storage account +locally for the duration of the session. This makes it faster to use Cloud Save, since all file +listings are immediately available. However it will not update to reflect changes made +elsewhere unless you manually refresh the list. If this option is disabled it will always update +the file list from the cloud storage service and therefore always be up-to-date, but if your +connection is slow (or the cloud storage service is slow) this can make it slow to use Cloud +Save. +Limit editor/preview to WebGL 1 + +Enable this setting to force the editor and preview to use WebGL 1 even when the device +supports WebGL 2. Exported projects will still continue to use WebGL 2 where supported +when this setting is enabled. It is intended for developers testing both WebGL 1 and WebGL +2 shader variants in effect addons and should not need to be used for anything else. +Show in-progress languages + +Show languages in the Language setting that are not yet complete. This option is intended +for translators to help them review their work. +Translations are fully reviewed before release, but in-progress translations have not had +any kind of review yet. There is no guarantee that the content of in-progress languages is +suitable or appropriate. + +Enable experimental features + +Opt-in to testing pre-release features that may not be ready for full release yet. See the blog +for news about such features and how to use them. Note there may not always be +experimental features to be enabled, but when any are available enabling this setting will +make them available in the editor. +Enable WebGPU in editor + +Whether to enable the WebGPU renderer in the Construct editor (which is used to draw +Layout Views). If disabled or WebGPU is not supported, a WebGL renderer will be used +Page 188 of 1113 + + Construct 3 Official Manual + +instead. The renderer in use can be viewed in the Platform Information dialog (via the About +dialog). The renderer in use also affects which shader variants will be used for effects; in +some cases using third-party effects may require using a specific renderer otherwise they +will not be able to render in the editor. The Auto setting means Construct will use the default, +which is currently the WebGL renderer. +GPU preference + +Some systems have multiple GPUs. For example many laptops have a weak, low-power +integrated GPU for use on battery, and a more powerful discrete GPU for gaming. This +setting allows you to specify which GPU to prefer. Construct 3 must be reloaded after +changing this. You can check which GPU is in use by opening the About dialog, clicking +Platform information, and inspecting the Renderer under WebGL information. Note not all +browsers support this setting, in which case it will have no effect. + +Page 189 of 1113 + + Construct 3 Official Manual + +STORAGE CLEANUP DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/storagecleanup + +The Storage Cleanup dialog is a tool that helps you to free up storage space on the local device. +If you run out of available storage space, it can cause errors to appear and may stop some +features of Construct working correctly. This tool provides a way to help solve the problem if that +happens. In some cases Construct will recommend you use this dialog to free up more space if +it detects a storage problem that may have been caused by lack of free space. + +The Storage Cleanup dialog can be opened by choosing Menu►View►Storage cleanup. In some +cases it may take a while to fully scan storage before listing deletion options. +The estimated storage usage and quota are estimates provided by the browser. They may +not be exactly accurate, and also may not match up with the amount of space Construct +thinks it can save by deleting items. Further it may not immediately update after clearing +storage. It is best to only treat it as a guide to whether storage is mostly full or whether there +is a reasonable amount of storage space available. +In general, providing you are online, everything can be safely cleared. Exported projects that are +cleared can always be re-exported from the original project, and downloaded NW.js versions, +Linux CEF versions, example projects, and saved versions of Construct can all be re-downloaded +while online. However if you are offline, you may wish to be more careful about the items that +you clear, since they may then become unavailable until you next go online. In particular deleting +all saved versions of Construct will delete the copy used to work offline, and therefore stop you +Page 190 of 1113 + + Construct 3 Official Manual + +being able to work offline until you next go online, where Construct will save itself for use offline +again. For this reason that option is unchecked by default since you should check you are online +before using it. After using it, it's a good idea to reload Construct, which will make it save itself +for use offline again. +The items listed in the dialog include explanations of what they are and the consequences of +deleting them. There is also additional advice at the bottom of the dialog with additional things +you can do to free up space which you will have to do separately since Construct cannot do +them for you. Some browsers set a storage quota based on a proportion of the available disk +space, so in general anything else that frees up storage space on the device should increase the +quota available to Construct. + +Page 191 of 1113 + + Construct 3 Official Manual + +WINDOWS WRAPPER OPTIONS +DIALOG +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/dialogs/windowswrapper-options + +The Windows wrapper options dialog allows you to customise a Windows wrapper (WebView2) +export Paid plans only. + +The Windows wrapper options dialog. + +The following options are available. +Platforms + +Select which platforms are exported. You can choose between Windows 32-bit (for Intelcompatible systems, technically referred to as x86), Windows 64-bit (for Intel-compatible +systems, technically referred to as x64), and Windows ARM64 (for Windows on 64-bit ARMbased chips). +The 32-bit (x86) app can actually run on all the other systems: 32-bit x86 apps can still +run on Windows 64-bit, and Windows ARM64 has an emulator for 32-bit x86 apps. +However using the right app for the system will be faster and more reliable. + +Enable DevTools + +Whether the app should allow opening the Microsoft Edge DevTools by pressing F12 or using +the Inspect context menu option. This is useful for development purposes. +Resizable window + +Page 192 of 1113 + + Construct 3 Official Manual + +Whether the application window can be resized by the user. If disabled the window can still +be made fullscreen using events. +Bundle assets + +By default all your exported project files end up in a subfolder named www inside the app. It +is possible inquisitive users could find some of your project's assets in here, including +artwork, music and sound effects. If you enable Bundle assets, all these files are combined in +to a single file named assets.dat. This file is not encrypted, but it does prevent casual +browsing of the exported files. On modern systems, enabling this option should not +significantly impact performance. +Ignore GPU blacklist + +Some systems with poor quality graphics drivers can end up crashing or causing severe +display glitches when running games. Browsers provide blacklists to recognise faulty drivers +or hardware and fall back to software rendering. This guarantees the game will work, but can +result in poor performance on such systems. Disabling this option always uses GPU +rendering which can be much faster, but can then run in to issues on systems with poor +quality drivers. +Export for Remote Preview + +If enabled this exports the project with all its resources and extensions, but the app itself will +show preview.construct.net. This allows it to be used to load a Remote Preview from +Construct, allowing faster testing with WebView2-specific features enabled. +Command line options + +This option allows advanced users to customise the Chromium command-line arguments +used by WebView2. + +Page 193 of 1113 + + Construct 3 Official Manual + +KEYBOARD SHORTCUTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/interface/keyboard-shortcuts + +The following keyboard shortcuts are available in Construct 3. +Note that on macOS the Command key ⌘ is used instead of Control for most keyboard +shortcuts. However since it is the only exception, for brevity the keyboard shortcuts below refer +to Ctrl. + +General +Ctrl + X Cut +Ctrl + C Copy +Ctrl + V Paste +Ctrl + Drag with mouse left button Duplicate +Ctrl + Z Undo +Ctrl + Y Redo +Ctrl + A Select all +Ctrl + D Unselect all +Ctrl + F Find by text +Ctrl + Shift + F Focus the Project Bar search field +Alt + N New project +Ctrl + O Open project from local file +Ctrl + S Save project +Alt + W Close current editor tab +F4 Preview project from first layout +F5 Preview current layout +Shift + F4 Debug from first layout +Shift + F5 Debug current layout +Alt + Preview button to start an additional preview +Page 194 of 1113 + + Construct 3 Official Manual + +Alt + 4 Start additional preview from first layout +Alt + 5 Start additional preview from current layout +F6 Export project +F9 Reload all script files from disk (only available when saved as project folder) +Delete Delete selected item(s) +F2 Rename selected item +Enter Edit selected item +Ctrl + click Add or remove clicked item from selection +Shift + click Select everything in between the last selected item and the clicked item +Escape Cancel drag or placement or event search +Ctrl + Shift + 🡑 Move to top +Ctrl + Shift + 🡓 Move to bottom +Alt + Shift + 🡐 / B Back +Alt + Shift + 🡒 / N Next +Ctrl + Shift + 🡐 Go to next tab to right +Ctrl + Shift + 🡒 Go to next tab to left +Shift + S Go to associated view (switches between Layout View and Event Sheet View) + +Layout view +See also: Layout View +Ctrl + Mouse Wheel Up or Ctrl + + Zoom in +Ctrl + Mouse Wheel Down or Ctrl + - Zoom out +Hold Shift to increase the zoom rate. +Ctrl + 0 Return to 100% zoom +Middle mouse button drag or Hold space and move mouse Pan the view +Ctrl + E or Shift + S Go to associated event sheet +Arrow keys Nudge selected objects 1 pixel. Hold Shift to nudge 10 pixels. + +Page 195 of 1113 + + Construct 3 Official Manual + +When grid snapping is enabled, nudging moves a whole grid cell at a time. Hold Alt to +disable this and nudge 1 pixel again. +Hold Shift while resizing objects for proportional resize +Hold Shift while rotating objects to lock to 5 degree increments +Hold Shift while dragging objects for axis-lock (move along diagonals only) +Hold Tab and click a selected object to select the next object underneath in the Z order +Hold Alt while moving selection to disable resize handles, rotation and grid snapping while held. +Hold Alt when selecting an instance to bypass any container selection. +Hold Control while resizing selection to resize relative to the object origin +Hold Tab while right clicking to show the context menu on the current selection rather than the +top instance +Ctrl + Shift + 🡑 Send to front of layer +Ctrl + Shift + 🡓 Send to back of layer +C Center horizontally in viewport +T Align to top of viewport +Enter Wrap selection (to rotate or stretch the selection as a whole) +W Select container and wrap. For example, select one object in a container of eight objects, press +W, then all eight objects are selected and wrapped. +To paste objects in-place (so they paste at their original positions, instead of relative to the +mouse), hold Shift while placing a paste. The full process is: Ctrl + C to copy an object; press +Ctrl + V to turn the mouse to a crosshair, hold Shift and click, all objects paste at their original +positions (instead of by the mouse) and the mouse returns to a normal cursor. +Ctrl + R Start all Live Previews Paid plans only +Ctrl + Shift + R Stop all Live Previews Paid plans only +When editing tilemaps using the Tilemap Bar: +1 - 6 Switch current tool +X Flip horizontal +Y Flip vertical + +Page 196 of 1113 + + Construct 3 Official Manual + +Z Rotate 90 degrees clockwise +A Rotate 90 degrees anti-clockwise +R Reset transformations +Shift + right click Select a patch of tiles from the tilemap +Ctrl or Alt Gr + [ Use the replace whole hierarchy option on the current selection of +templates and/or replicas +Ctrl or Alt Gr + ] Use the modify existing hierarchy option on the current selection of +templates and/or replicas +When editing timelines using the Timeline Bar: +Hold Ctrl when dragging a cubic bezier anchor point to also modify the adjacent anchor point if +there is any. + +Event Sheet View +See also: Event Sheet View +Ctrl + + Increase text size +Ctrl + - Decrease text size +Ctrl + L or Shift + S Go to associated layout (if any - event sheets only used via includes have +no associated layout) +Ctrl + Home Go to top of sheet +Ctrl + End Go to bottom of sheet +F2 Toggle bookmark at selected event +Ctrl + F2 Go to next bookmark in project +Shift + F2 Go to previous bookmark in project +F3 Toggle breakpoint +🡑 and 🡓 Move the selection up and down the event sheet +🡐 and 🡒 Move the selection sideways between Events, Conditions and Actions +- Insert event above ++ Insert event below +A Add action + +Page 197 of 1113 + + Construct 3 Official Manual + +Shift + A Add custom action +B Add blank subevent +C Add condition +D Toggle selected items disabled +E Add event below +Shift + E Add event above +F Add function +G Add group +I Invert selected conditions +J Add script (script block if event selected, or script action if action selected) +Shift + J Add script action (regardless of selection) +N Add include +P Add parameter to function +R Replace object +Q Add comment (block comment if event selected, or action comment if action selected) +Shift + Q Add action comment (regardless of selection) +S Add subevent +V Add variable +X Add 'Else' event following selected event +Y Toggle 'Or' block +In the Parameters Dialog, press F4 to toggle the Expressions Dictionary. + +Animations Editor +See also: Animations Editor +B Brush tool +E Eraser tool +F Fill tool + +Page 198 of 1113 + + Construct 3 Official Manual + +I Color picker tool +L Line tool +N Pencil tool +R Rectangle tool +S Rectangle select tool +T Ellipse tool +Shift + I Image points tool +Shift + P Collision polygon tool +C Clear image +Ctrl + E Export image +Ctrl + M Mirror image +Ctrl + F Flip image +Ctrl + R Rotate image clockwise +Ctrl + L Rotate image anti-clockwise +Alt + C Crop image +Alt + R Resize image +Ctrl + B Toggle background color +Ctrl + G Toggle grid +Shift + O Toggle onion skin Paid plans only +Ctrl + 1 Zoom to fit +Quick assign origin and image points: +Num pad 1 or End Bottom left +Num pad 2 Bottom +Num pad 3 or Page down Bottom right +Num pad 4 Left +Num pad 5 Center +Num pad 6 Right +Page 199 of 1113 + + Construct 3 Official Manual + +Num pad 7 or Home Top left +Num pad 8 Top +Num pad 9 or Page up Top right +Arrow keys Nudge 1 pixel +Hold Shift to apply the origin/image point to the entire animation. Shift + Click also applies +that positioning to the entire animation. +Shift + Crop button or Alt + Shift + C Crop entire animation +Shift + Mirror button or Ctrl + Shift + M Mirror entire animation +Shift + Flip button or Ctrl + Shift + F Flip entire animation +Shift + Rotate Clockwise button or Ctrl + Shift + R Rotate entire animation clockwise +Shift + Rotate Anticlockwise button or Ctrl + Shift + L Rotate entire animation anticlockwise +Animations only: +Ctrl + Up Previous animation +Ctrl + Down Next animation +Ctrl + Left Previous animation frame +Ctrl + Right Next animation frame +Ctrl + P Start / restart preview animation +Ctrl + Shift + P Close animation preview + +Timeline Bar +See also: Timeline Bar +E Toggle timeline edit mode +S Set or update master keyframes and property keyframes at the current time marker position +Ctrl + D Disable the current selection of timeline elements +Ctrl + E Enable the current selection of timeline elements +M Add missing property keyframes at the current time marker position using the current instance +values (a master keyframe must exist at the position for this shortcut to work) +Ctrl + M Add missing property keyframes at the current time marker position using values which +seamlessly fit in the timeline (a master keyframe must exist at the position for this shortcut to +Page 200 of 1113 + + Construct 3 Official Manual + +work) +Space Preview/pause the current timeline +Ctrl + Space Stop the current timeline if it is being previewed +Shift + , Move the play head to the first master keyframe +, Move the play head to the previous master keyframe +. Move the play head to the next master keyframe +Shift + . Move the play head to the last master keyframe +Hold Ctrl while dragging the current time marker to move the marker without previewing the +timeline +Hold Shift while dragging keyframes to duplicate the dragged selection into the new position +Ctrl + X Cut the current keyframe selection +Ctrl + C Copy the current keyframe selection +Ctrl + P Paste keyframes using the current time marker as reference. +If no tracks are selected at the moment of pasting, the keyframes will be added in their +respective tracks. +If there are tracks selected at the moment of pasting, an attempt is made to paste the keyframes +into the tracks they would fit best. If there are keyframes in the selection which can't be fit +anywhere, they are ignored. +Esc Clear highlighting on all timeline elements +Ctrl + Mouse Wheel to scale the timeline UI +Alt + T Add position property tracks in the current timeline +Alt + S Add size property tracks in the current timeline +Alt + Z Add a Z elevation property track in the current timeline +Alt + A Add an angle property track in the current timeline +Alt + O Add an opacity property track in the current timeline +Alt + C Add a colour property track in the current timeline + +Tilemap bar +See also: Tilemap Bar + +Page 201 of 1113 + + Construct 3 Official Manual + +Esc or 1 Restore normal layout editing +2 - 6 Switch tilemap tool +X Mirror tile or patch +Y Flip tile or patch +Z Rotate tile or patch clockwise +A Rotate tile or patch anti-clockwise +R Reset all transforms +Hold Shift with any tile drawing tool to temporarily switch to the Select tool. Releasing Shift +returns to the previous tool. +Hold Ctrl with pencil tool to erase tiles +Hold Ctrl with eraser tool to erase single tiles +Hold Ctrl with rectangle tool to erase tiles in the drawn rectangle + +Ease editor +See also: Ease Editor +Hold Ctrl when dragging an anchor point to also modify the adjacent anchor point if there is +any. + +Flowchart View +See also: Flowchart View +Ctrl + A Select all nodes. +Ctrl + Mouse Wheel Up Zoom in. +Ctrl + Mouse Wheel Down Zoom out. +Middle mouse button drag or Hold space and move mouse Pan the view +Hold Shift while selecting nodes and outputs to add them to the same selection to be able to +drag or delete them at the same time. +Backspace or Delete to delete the current selection of nodes, outputs or links. + +Page 202 of 1113 + + Construct 3 Official Manual + +PROJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/projects + +A project is a complete game, app or animation made in Construct. Projects contain every +element of your work, ranging from sprites to sound files. An overview of the project is shown in +the Project Bar where elements can be added, renamed, removed and arranged in to folders for +organisation. See Project structure for a summary of the elements making up a project. The rest +of this manual section goes in to more detail about each part of a project. +Projects can be opened, closed and exported from the main menu. See also Saving and sharing +projects, testing and publishing. It is recommended to follow some best practices while working +on projects. + +Project properties +The properties for a project can be edited in the Properties Bar after selecting the name of the +project in the Project Bar, or using the Project properties shortcut in Layout Properties. +The Name, Author and Description properties are used for some of the export options, so be sure +to fill them out accurately for any important projects. + +About +Name + +The name or title of the project. +Version + +The version of the project, which conventionally is four numbers in descending importance +(e.g. 1.0.0.0), where the first number is the major version and the last number is the revision +number. This is also used by several exporters to assign the version to your published app. +Note: different platforms have their own way of handling the version. To ensure the version +works consistently across platforms, try to follow these rules with the project version: +Use 3 or 4 version components (using too few could become limiting) +Don't exceed the range 0-99 for any particular component. E.g. instead of incrementing +1.0.0.99 to 1.0.0.100, increment the next component, using 1.0.1.0. +Enable Auto-increment version (see below), as some platforms do not allow you to +publish an update unless the version is higher. + +Page 203 of 1113 + + Construct 3 Official Manual + +Auto-increment version + +When enabled, every time you export the project, Construct will automatically increment the +fourth number of the Version property. For example if the version is 1.4.0.0, when you export +it will increment to 1.4.0.1, 1.4.0.2 etc. Note that this only supports numerical version +components separated by a dot - it will not work with other version formats like "1.4a", "rev2" +etc. +Description + +A sentence or two giving a short summary of the project. Several exporters use this as the +description for your published app. +ID + +An ID uniquely identifying your application. This should be in reverse domain format, such as +com.mycompany.myproject. Some exporters use this as the ID for your exported app, so try +to ensure it will be unique. +Author + +The name of the individual or organisation developing the project. +Email + +A support or contact email address for the project. Some exporters use this to fill out the +Email field of the published app. +Website + +A link to the author's website or other related web address. Your site should be hosted +securely (with https://). Some exporters use this to fill out the Website field of the published +app. + +Colors +Background color + +If the viewport does not cover the whole screen, e.g. when using letterbox mode, this is the +color of the bars that appear at the sides. +Splash color + +When run as a web app, this is the background color of the splash screen which appears +when the web app is first launched. +Use theme color + +Page 204 of 1113 + + Construct 3 Official Manual + +Check to enable the Theme color property, allowing to override the default browser color +scheme. +Theme color + +On some platforms, the theme color is used to tint the browser or OS color scheme, such as +the address bar, app caption, or status bar. If Use theme color is disabled the system defaults +will be used, otherwise the theme color will be applied instead. + +Startup +First layout + +Select which layout is the first to appear when the project is exported. When previewing in +the editor usually a specific layout is previewed, selecting Preview project will also preview +from this layout. +Use loader layout + +Use First layout as a special layout which shows while the rest of the layout is loading. The +loadingprogress system expression returns the current progress from 0 to 1 (e.g. 0.5 for half +completed). For more information, see the tutorial how to make a custom loading screen. +Loader style Paid plans only + +Change the default loader which is shown while the project is loading, or while the loader +layout is itself still loading. See the tutorial how to make a custom loading screen for more +information. The Free edition can only use the Construct 3 splash style. When using the +Progress bar & logo style, the icon with the Loading logo purpose is used as the logo. See +Icons & splash for more information. +Preload sounds + +Whether to download and decode sounds before the project starts. If enabled, then sounds +will be downloaded while the loading bar is showing. If disabled then sounds will be +downloaded on-demand as the project runs, which can add a delay on the first time they are +played, but it also means there is less to download before the project can start. Note this +option does not preload music, which will still be streamed as the project runs. + +Display +Viewport size + +The size, in pixels, of the view area in a layout. A dashed line indicating the window size +appears in the Layout View. The viewport aspect ratio is also displayed underneath to help +you easily identify which aspect ratio your project is using. + +Page 205 of 1113 + + Construct 3 Official Manual + +Viewport fit + +How to fit the viewport to the display on devices with non-rectangular screens (such as the +iPhone X). The viewport is rectangular, and the default Auto will add borders around the +screen to ensure the full viewport is visible. Using Cover will display the viewport covering the +entire physical screen, but this can result in parts of the viewport being hidden on nonrectangular screens, such as if there are notches or rounded corners. +Fullscreen mode + +This determines how to fill the available window or screen space with the viewport. By +default it uses Letterbox scale, which stretches the viewport to fill all available space, using +black bars down the sides to preserve the aspect ratio. There are several variations; for more +information see the tutorial on supporting multiple screen sizes. +Fullscreen quality + +This only applies when the viewport is being stretched (i.e. Fullscreen mode is not Off). High +quality mode renders at the full resolution of the displayed size. Low quality mode first +renders at the project viewport size, and then simply stretches the result to fill the screen. +Low quality mode often improves performance on low-end systems and is often suitable for +retro-style pixellated projects with Point sampling. However note that text, downscaled +sprites and effects will appear with better detail in high quality mode. +Orientations + +Whether to lock the orientation on mobile devices. Any allows the display to switch between +portrait and landscape automatically; choosing either portrait or landscape will attempt to +lock the orientation to prevent it changing. This is applied when publishing an app, but for +web exports note that not all browsers or platforms support orientation locking or have +limitations on when it can apply. In some browsers it must be in fullscreen mode (using the +Browser object's Request fullscreen action) before orientation lock takes effect. +Sampling + +Choose between nearest (pixellated), bilinear (smooth) and trilinear (smooth with better +quality downscaling) sampling when resizing images. Trilinear is recommended for modern +projects with hi-res graphics, and nearest is better suited to retro-style projects with blocky +pixel art. Bilinear can be faster than Trilinear on low-end devices if the improved downscaling +quality is not necessary. +Pixel rounding + +By default objects can be drawn at sub-pixel positions, e.g. (100.3, 200.8). If Sampling is set +to Linear, this can make fine pixel art appear blurry. If Pixel rounding is enabled, objects round +their position to a whole number before drawing, e.g. (100, 201). This prevents any blurring, +and can also prevent "seams" appearing on grids of objects. Note this does not affect their +Page 206 of 1113 + + Construct 3 Official Manual + +actual X and Y co-ordinates, which can still be between pixels - it only affects where they are +drawn on the screen. +Z axis scale + +Choose how the Z axis is measured, which affects 3D content like Z elevation and the 3D +Shape object. The options are: +Normalized (default): the default camera position is 100 units above the layout. However +this means the Z axis has a different scale to the X and Y axes. This mode is suitable for +2D content which uses simple 3D features like Z elevation. +Regular: the X, Y and Z axes all use the same scale. However this means the default +camera position on the Z axis varies depending on the other project properties. This +mode is more suitable for fully 3D content using the 3D Camera object. +The properties of the 3D Camera object reveal the Z axis scale and default camera Z +position, which can be useful to refer to when altering this property. +Field of view + +This property only appears when the Z axis scale is set to Regular. It adjusts the viewing +angle of the 3D camera. Note this only affects perspective projections, as orthographic +projections do not use a viewing angle. Also note adjusting the field of view will also change +the default camera Z, as Construct adjusts it to ensure 2D content appears at 100% scale. + +Advanced +Use worker + +When enabled, the runtime is hosted in a Web Worker, off the main thread (where +supported). This makes it less likely the browser will interrupt the project (also known as +jank), generally improving performance. When disabled the runtime is hosted in the main +thread with full access to the DOM (Document Object Model), but in some cases can be +interrupted by the browser. Auto mode means Construct decides the mode automatically; +currently this enables it unless you use the scripting feature, in which case it disables it on +the assumption you will want to use DOM APIs. If your scripting code can run in a worker, +you can still enable worker mode by changing the setting to Yes. +You can check if the runtime is actually hosted in a Web Worker by checking the browser +console in preview mode. On startup it logs some technical details, which will include +either "Hosted in DOM" or "Hosted in worker", the latter indicating worker mode is in use. + +Enable WebGPU + +Whether to enable the WebGPU renderer for this project. If disabled, WebGPU is not +supported, or the project uses third-party effects that do not support WebGPU, then the +Page 207 of 1113 + + Construct 3 Official Manual + +WebGL renderer will be used instead. In most cases the WebGPU renderer should have +better performance than the WebGL renderer. The renderer in use can be identified by the +Platform Info Renderer expression. The Auto setting means Construct will use the default, +which is currently the WebGL renderer. Note the renderer used for the Construct editor (for +Layout Views) is separately controlled in the Settings dialog. +Enable multitexturing + +This option only appears when WebGPU may be used (the Enable WebGPU property is not +No). Normally when the renderer changes texture it has to issue new rendering commands +which has a CPU overhead. Construct's WebGPU renderer supports multitexturing, which can +move most texture swapping to the GPU; however that usually adds some per-pixel +performance overhead that can affect fill rate. In other words, multi-texturing off will use +more CPU time and less GPU time, whereas multi-texturing on will use less CPU time and +more GPU time. The optimal setting depends on your project and whether it is bottlenecked +more on CPU or GPU performance. The default mode Auto enables multitexturing on +desktop devices as they tend to have more powerful GPUs, but disables it on mobile devices +as they tend to have less powerful GPUs where fill rate is more important. +Framerate mode + +Adjust how the framerate is managed at runtime, providing a way to run at an uncapped +framerate for performance testing. The default is to tick and draw a new frame every time +the display hardware refreshes, which is the most efficient option and the only reasonable +one to use when publishing a project. Two other options are provided mainly for +performance testing purposes which allow the framerate to run as fast as possible. This +makes it easier to test the performance impact of changes to your project. +Note that Construct provides both frames per second (FPS) and ticks per second (TPS) +measurements, with FPS corresponding to rendered frames, and TPS corresponding to +the engine processing logic. These measurements can differ depending on the framerate +mode. +The options are: +V-synced will run ticks to match the display refresh rate, and render a frame every tick as +well. Note that if nothing changes then no frame may be rendered, in which case the +frames per second measurement may be lower than the ticks per second measurement. +Unlimited (ticks only) will run ticks as fast as possible, but still only draw a new frame +every time the display refreshes. This means the engine will measure a very high ticks +per second (TPS) rate, but it is still only visually producing frames at the normal rate +(typically 60 FPS). This option is suitable for CPU performance testing. + +Page 208 of 1113 + + Construct 3 Official Manual + +Unlimited (full frames) will run full frames as fast as possible, including issuing all the +draw calls to draw a new frame. Therefore the frames per second and ticks per second +will run at the same rate, although as with V-synced mode if nothing is changing then it +may skip rendering frames. When running faster than the display refresh rate, many +frames will not be seen, since they will be replaced by the next frame before the display +hardware refreshes. However it ensures that draw calls are included in any performance +measurement. This option is more suitable for testing rendering performance. +Do not publish a project using an unlimited framerate mode. It will drive the system +hardware to the maximum, including draining the battery faster, spinning fans faster and +louder, and raising the system temperature (possibly imposing thermal throttling). Many +users notice these effects and it can result in negative reviews. These options are +provided for performance testing during development; only V-synced mode should be +used when publishing. + +GPU preference + +On devices with multiple GPUs, the type of GPU to prefer. The most common multi-GPU case +is laptops that contain a weak low-power integrated GPU (designed to maximize battery life) +and a powerful discrete GPU (designed to maximize performance). This setting controls the +preferred GPU on such devices. +There is no guarantee this option will be used: it depends on the underlying platform +having support for selecting a specific GPU, and even if it does, it may ignore the request +in some circumstances (such as forcing the use of a low-power GPU if the system is +running on battery power). In other words this option is considered as a hint rather than +a requirement. + +Downscaling quality + +Adjusts the tradeoff between rendering quality and memory use when resizing images to +smaller than their original size (downscaling). The options are: +Low quality: mipmaps are disabled (reducing memory use), but downscaled sprites may +appear blocky or pixellated. This mode is not recommended for most projects, since +disabling mipmaps can reduce performance. +Medium quality: mipmaps are enabled. Downscaling sprites generally looks better. +High quality: mipmaps are enabled and the spritesheet after export pads out all images +to power-of-two sizes. This can significantly increase memory use, but can resolve two +minor rendering issues: light fringing that can sometimes occur along the borders of +downscaled objects, or a quality change in the last frame of an animation. Do not use +this mode unless a rendering artefact is specifically observed and selecting this mode +Page 209 of 1113 + + Construct 3 Official Manual + +can be observed to resolve it: the increased memory usage can be very significant, and is +not a cost that should be added for no reason. For more information see Memory usage. +Rendering mode + +Whether to render the project in 2D or 3D mode. Normally Construct determines this +automatically with the Auto setting. However if you only use 3D features dynamically, such +as by altering 3D meshes at runtime, you may wish to opt in to 3D mode here. The options +are as follows: +2D: the project will render in 2D, without a depth buffer. Any 3D features, such as 3D +shape objects, will render incorrectly. This mode may be slightly faster than 3D mode for +2D content, but normally you don't need to choose it, as Auto mode will use it for 2D +projects anyway. +Auto: uses 3D mode if your project uses any 3D features, otherwise uses 2D mode. +3D: the project will render in 3D, with a depth buffer, which is necessary for correct +rendering of 3D features. +Anisotropic filtering + +The anisotripic filtering mode to use for all images in the project. This improves the +appearance of surfaces at an oblique angle to the camera, such as the sides of 3D shape +objects. It also improves the quality of 2D objects that are resized to extreme aspect ratios. +Normally this can just be left at Auto. However in some cases this can affect performance, +so is customizable. The options are as follows: +Off: do not use anisotropic filtering. This can degrade the rendering quality of 3D and +some 2D features, but may slightly improve performance. +Auto: currently corresponds to 4x anisotropic filtering. +2x-16x: enable a specific level of anisotropic filtering. Higher levels improve quality +further but may have a slightly higher performance impact. +Near distance +Far distance + +Set the distance of the near plane and far plane from the camera. Content closer to the +camera than the near plane, or further from the camera than the far plane, will not be visible. +This allows customizing the visible area when using a 3D Camera. It also controls the limits +of how far the view can zoom in or zoom out from a 2D game, as in Construct that is + +Page 210 of 1113 + + Construct 3 Official Manual + +implemented by moving a camera closer and further from the game. These limitations in +zoom level will also be reflected in the Layout View's maximum and minimum zoom levels. +Max spritesheet size + +The maximum spritesheet size in pixels Construct will use when grouping multiple images +on to the same sheet. This adjusts the tradeoff between memory usage and performance: +smaller sizes tend to reduce memory usage but can have reduced performance, whereas +larger sizes tend to increase memory usage but improve performance. The special option +Disabled will disable use of spritesheets completely, causing every single image used in the +project to be exported as a separate image file. This can have a significant negative impact +on the download size, loading time and runtime performance of the project, and in some +cases large projects may crash due to running in to system limits on the number of images +that can be loaded, so using some degree of spritesheeting is strongly recommended. +UID numbering + +Sets how to allocate UIDs for newly created instances in the editor. The default mode +Increment will use the lowest available UID, which tends to assign incrementing numbers like +1, 2, 3, 4 etc. However this can cause problems when collaborating on projects with source +control, as it's possible two people could separately create new instances which get +assigned the same UID. The Random mode is designed to avoid such problems: all newly +created instances are assigned a random number with at least six digits, e.g. 129740, +652945, etc. This means there is a negligible chance that two people create new instances +with the same UID. + +Compatibility settings +In general, settings in this group only exist for backwards compatibility, helping ensure existing +projects keep working the same while allowing new projects to switch to improved modes which +work slightly differently. Changing these settings is not normally recommended unless you +understand and are prepared to deal with the compatibility consequences. +Cordova iOS scheme +Cordova Android scheme + +The URL scheme to use in mobile apps. Historically Cordova mobile apps ran on a file:// +scheme, which was inefficient and had various issues. The modern approach is to run on +simpler and more efficient schemes: app:// on iOS and https:// on Android. (While iOS +and Android use different named schemes, in principle they work the same.) +Warning: since the app's storage is associated with the URL, changing this option will +cause all previous storage to be cleared. + +Export file structure + +Page 211 of 1113 + + Construct 3 Official Manual + +Set what kind of file structure is used when exporting the project. The default mode Folders +is recommended; the Flat option exists only for backwards-compatibility with older projects. +The options work as follows: +Flat (legacy, not recommended): all project files have their filenames lowercased and are +placed in the same folder as index.html, regardless of the use of subfolders in the Project +Bar. +Folders (modern, recommended): all project files preserve case on their filenames on +export, and are placed in subfolders matching the use of subfolders in the Project Bar. +The setting is also reflected in preview mode, so that preview works the same as the +exported project. +The option affects anywhere strings are used to refer to project files. For example playing an +audio file named mysound in a subfolder named myfolder by a string of its name only needs +to use the string "mysound" in flat mode; however in folders mode it must use +"myfolder/mysound", referring to the full folder path. Therefore changing this setting can +affect how the project works. + +Editor +Preview effects + +Whether or not to display effects and blend modes in the Layout View. If enabled, WebGL +must also be enabled for the effects to appear. If disabled, WebGL effects are not rendered in +the editor, and all objects are drawn as if they have the Normal blend mode. +Pause on unfocus + +If enabled, the preview will pause when the browser window loses focus, e.g. when switching +back to work in Construct. This can be useful for certain workflows, or to prevent the project +distracting you as you work. If disabled the preview will continue to run even without focus, +but note switching to another browser tab or minimising the preview window will still pause +(as it does with published projects). +Bundle addons Paid plans only + +If enabled, all third-party addons that the project uses will be bundled with the project file +when saved. This allows the project to be opened anywhere, such as on another system +where the addons have not been pre-installed. This makes it more convenient to move +projects using third-party addons between different devices. Note that addons can opt out of +bundling; you will be notified when enabling this option if any addons cannot be bundled with +the project. Bundled addons always use the version of the addon that was installed when + +Page 212 of 1113 + + Construct 3 Official Manual + +they are saved. They can however be updated if the installed addon is a newer version via the +View used addons dialog. + +Page 213 of 1113 + + Construct 3 Official Manual + +LAYOUTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/layouts + +A layout is a pre-arranged set of objects. It can represent a game level, menu or title screen, or a +scene in an animation. In other tools layouts may be referred to as scenes, rooms, frames or +stages. They can be added, renamed and deleted from the Project Bar. Layouts are edited with +the Layout View. Every layout has an associated event sheet which defines how the layout +works. +Layouts contain a stack of layers. A layout must have at least one layer. Objects that appear on +the screen do not belong directly to a layout - they belong to one of the layers in the layout. +Layouts do not have a background color. To set a background color, make the bottom layer +opaque and set its background color. This can be done in the Layers Bar. +Layouts can also have effects applied, which affects all content appearing in the display. + +Adding and removing layouts +To add a layout, right-click a layout folder (such as the root level Layouts) in the Project Bar and +select Add layout. +To rename or remove a layout, right-click the layout itself in the Project Bar and select Rename +or Delete. + +Layout properties +The properties for a layout can be edited in the Properties Bar after clicking a space in the layout +or selecting the name of the layout in the Project Bar. +Name + +The name of this layout. +Event sheet + +The associated event sheet that defines how this layout works. Event sheets can be shared +between layouts using includes if you have a lot of similar events between layouts. +Size + +The size, in pixels, of the layout area. If Unbounded scrolling is enabled, this still affects how +much of the layout area is shown in the Layout View. + +Page 214 of 1113 + + Construct 3 Official Manual + +Unbounded scrolling + +By default the game window cannot scroll past the edges of the layout. Enable this to allow +unlimited scrolling in any direction, even past the edges of the layout. +Projection + +Set the projection used for rendering 3D features. The default Perspective projection means +things get smaller as they get further away. The Orthographic projection instead keeps +everything the same size, regardless of its distance from the camera, creating a flat +appearance. For an interactive example of both projections, see the Orthographic projection +example. +Vanishing point + +When using 3D features such as Z elevation and the 3D shape object with perspective, this +specifies where the vanishing point is relative to the viewport area. (This setting does not +apply with an orthographic projection, as there is no perspective.) The default is 50%, 50% +meaning the middle of the viewport. Consequently as things move in to the distance, they +will also move towards the middle of the screen. Altering this will adjust the perspective such +that objects moving in to the distance move to a vanishing point elsewhere on the screen. +For example setting the vanishing point to 0%, 0% moves the vanishing point to the top-left +corner of the screen. This can be used to adapt the 3D perspective to the style of your +project. To learn more see the tutorial Using 3D in Construct. +Effects + +Add and edit effects that apply to the whole layout. + +Editor properties +These properties only affect how the layout works in the editor, and don't change how it works at +runtime. +Margins + +The size in pixels of extra padding space around the actual layout area that you can scroll +around in. Some padding is often useful for conveniently editing the edges of the layout area. +Show grid + +Whether to display a grid in the Layout View. +Snap to grid + +Whether to snap all object placements and sizes to the grid in the Layout View. + +Page 215 of 1113 + + Construct 3 Official Manual + +Grid size + +The size of the grid in pixels. This is only used if Show grid or Snap to grid is enabled. +Grid offset + +By default the grid is aligned with the top and left edge of the layout area. Adding an offset +shifts the grid horizontally or vertically so it is offset from the edges of the layout. +Show collision polygons + +Display outlines of object's collision polygons in the Layout View. This can help arrange +objects with regards to how they collide, rather than just how they appear. +Show meshes + +Display outlines of object's meshes in the Layout View, if a mesh has been created. See +Editing meshes in the Layout View manual entry for more details. +Show translucent inactive layers + +Enable to display all layers other than the active layer at a reduced opacity. This can help +identify the content on the active layer. +Show hierarchy + +Display arrows over scene graph hierarchies pointing from parents to children. See Setting up +a hierarchy in the Layout View manual entry for more details. +Project properties + +A shortcut to view the project's properties. + +Page 216 of 1113 + + Construct 3 Official Manual + +LAYERS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/layers + +A layer is like a transparent sheet of glass that objects are painted on to. Layers can be used to +show different groups of objects in front or behind each other, like the foreground and +background. Layers belong to a layout and can be added, edited and removed in the Layers Bar. +Layers can be scrolled at different rates for parallax effects, and also individually scaled and +rotated, which makes them a powerful way to make interesting visual effects. +Layers are also important to add non-scrolling content (e.g. HUDs or UIs) to scrolling projects. A +layer with its parallax set to 0, 0 will not scroll at all, so any objects placed on this layer will +always stay in the same place on-screen. Note that in this case, objects should be placed within +the dashed rectangle that appears in the top-left of the Layout View. +A common arrangement for layers might be: +HUD (top layer - health bar, UI info etc.) +Foreground (objects appearing on top, e.g. explosions and effects) +Middleground (main game objects such as the player and enemies) +Background (bottom layer - the background) +Note that the Free edition is limited to using two layers only. +Layers can also have effects applied, which affects all content appearing on the layer. + +Sub-layers +Layers can also be added as sub-layers of another layer. Sub-layers appear indented in the +Layers Bar to show they come under another layer. +A layer with both objects and sub-layers will show its objects on top of its sub-layers. In other +words, sub-layers come beneath a layer's own objects in the Z order. This also means that sublayers act a lot like a simple flat list of layers, and so can be used solely for organizing long layer +lists, much like layer folders. +However adding an effect to a layer with sub-layers allows for more efficient and more advanced +effects. An effect on a layer with sub-layers will alter the appearance of both the layer and all its +sub-layers. This is more efficient than adding the same effect to multiple layers, as it ensures the +effect is only processed a single time, while affecting the content of multiple layers. +Layer effects involving sub-layers also allow for composition of more advanced effects. For +example a group of layers can be combined to make a single lighting layer, which then affects + +Page 217 of 1113 + + Construct 3 Official Manual + +the appearance of another group of layers beneath it. See the Shadows: blending multiple lights +example for a demonstration of this technique. + +Global layers +Sometimes many layouts in a project have the same content on a particular layer, such as for +interface or HUD overlaid on to the project. Changing this content then becomes a chore since +changes must be repeated on every layout. Global layers are aimed at solving this problem. +If a layer's Global property is enabled, then every layer in the project with the same name is +overridden by that layer. The initial objects, as well as its properties, are used instead of the other +layer's own content and properties. Then changes can be made once to the original global layer, +and the changes will be applied project-wide. +The layer with the Global property enabled is the "master" layer. On other layers in the project +with the same name, the Global property will be read-only and display Overridden to indicate it is +being substituted by a different layer. The same layer's content will appear in the editor, and all +edits will affect the master layer, no matter which layout it is being edited from. +Whether a layer is the original global layer or is overridden will be shown next to a layer's name in +between parenthesis in all relevant places, these includes the Layers dropdown in the Properties +bar when an instance is selected and next to each item of the Layers Bar. + +Layer properties +The properties for a layer can be edited in the Properties Bar after clicking the layer in the Layers +Bar. Note this also changes the active layer. +Name + +The name of the layer, which can be used to refer to the layer in the event system. +Initially visible + +Whether or not the layer is initially visible when previewing. This is different to the Visible in +editor property which only affects the Layout View. +Initially interactive + +Whether or not the layer is initially interactive when previewing. If disabled, then the content +of the layer will not respond to mouse or touch input. +HTML elements layer + +Allow HTML elements to appear above this layer. This allows content on other layers above +this layer to render on top of HTML elements on this layer. Layers which enable this are +shown with a special icon in the Layers Bar. For more details see HTML layers. + +Page 218 of 1113 + + Construct 3 Official Manual + +Use render cells + +Optimise the rendering of this layer for extremely large layouts with a large number of static +objects spread out across this layer. This is not normally necessary except for certain types +of large projects. If this is used incorrectly, it can actually make rendering less efficient, so +make sure you can measure a performance improvement before using it. For more +information, see the blog post How render cells work. +Scale rate + +Change the rate at which the layer zooms if scaling is applied to the layer or layout, a bit like +parallax but for zoom. A scale rate of 0 means the layer will always stay at 100% scale +regardless of the scaling applied. A scale rate of 100 means it will scale normally. +Parallax + +Change the rate at which the layer scrolls in the horizontal and vertical directions. A parallax +rate of 100% x 100% means ordinary scrolling, 0% x 0% means it will never scroll (useful for +UIs), 50% x 50% means scrolling half as fast, etc. Also useful for multi-layer parallaxing +backgrounds. +Z elevation + +The Z elevation of the entire layer. By default the camera is at Z = 100, and looking down to Z += 0. The default Z elevation is 0. Increasing it will move the layer upwards (towards the +camera) and decreasing it will move it downwards (away from the camera). You can learn +more about Z elevation in the tutorial Using 3D features in Construct. +Transparent + +Make the layer have a transparent background. If enabled, the background color is not used. +Background color + +The background color for the layer, if it is opaque (i.e. Transparent is disabled). +Opacity + +Set the opacity (or semitransparency) of the layer, from 0% (invisible) to 100% (opaque). +Force own texture + +Force the layer to always render to an intermediate texture rather than directly to the screen. +This is useful for some kinds of effects. However it slows down rendering, so it should be +disabled unless specifically needed. +Uses own texture + +Page 219 of 1113 + + Construct 3 Official Manual +Uses own texture + +A read-only property indicating if the layer renders to an intermediate texture. This has a +performance overhead. The Force own texture setting enables this, but some other +properties also cause the layer to use its own texture, including changing the layer opacity +from 100%, changing the blend mode, or adding effects. +Rendering mode + +When using 3D rendering mode, this setting can change a layer back in to rendering in 2D +mode. This allows projects with 3D content to still use 2D layers as backdrops or overlays +which are not affected by depth. For example a HUD layer ought to display on top of all 3D +content, regardless of depth, so would typically use a 2D rendering mode for the layer. +Otherwise in 3D mode, 3D features may still overlap the layer content if they rise higher than +the layer contents. For an example, see Combining 2D & 3D layers, and you can learn more +about 3D features and 2D layers in the tutorial Using 3D features in Construct. +This property only appears for projects using 3D rendering mode. See the Rendering +mode project property. + +Draw order + +This setting only appears for layers using a 3D rendering mode. The default draw order is Z +order, meaning objects are drawn in a back-to-front order according to the Z order of +instances on the layer. 3D layers can also be set to Camera distance draw order, which +instead ignores the Z order and draws instances on the layer according to how far away from +the camera they are, from furthest away to nearest. This has no effect on opaque objects, +but is important for rendering transparency in 3D. For more information see the tutorial +Using 3D in Construct. +Blend mode + +Change the way the layer is blended with the background when it is rendered to the display. +See the Blend modes example that comes with Construct 3 for a visual demonstration of +each. +Effects + +Add and edit effects that apply to the whole layer. +Visible in editor + +Whether or not the layer is showing in the Layout View. Note this is different to the Initially +visible property which only affects previewing. This setting can also be accessed via the +Layers Bar. +Locked + +Page 220 of 1113 + + Construct 3 Official Manual + +Whether or not the layer is locked in the Layout View. Objects on locked layers cannot be +selected. This setting can also be accessed via the Layers Bar. +Parallax in editor + +If enabled, the Parallax property will also be applied in the Layout View, allowing you to +preview what the effect will look like. +Global + +See the section above on Global layers. If enabled it will override every other layer in the +project with the same name with its own contents and properties. Overridden layers display +this property read-only as Overridden. If disabled its contents and properties are unique to +itself. + +Page 221 of 1113 + + Construct 3 Official Manual + +OBJECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/objects + +In Construct objects perform most of the useful work in a project. Most of the things you see in +a Construct project are represented by objects, and there are also hidden objects for other +purposes (e.g. audio playback). +When inserting a new object, typically you first choose the plugin in the dialog (e.g. Sprite). This +then creates an object type (e.g. TrollEnemy). When the mouse turns to a crosshair this allows +you to place the first instance, and you can duplicate the instance to create more of them. +Understanding the differences between them is essential to use Construct effectively, especially +object types and instances. The rest of this manual section goes in to each aspect of objects in +more detail. + +Page 222 of 1113 + + Construct 3 Official Manual + +PLUGINS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/plugins + +Plugins define a kind of object. For example, a Sprite is a kind of object, and the Audio object is a +different kind. These are defined by the Sprite plugin and Audio plugin respectively. See the plugin +reference for more information on individual plugins. +JavaScript developers can make new plugins (and behaviors) using the Addon SDK. See also +Third-party addons for information about installing addons. +Most plugins define their own properties in the Properties Bar. To see a full list, locate the plugin +in the reference section. +There are three main kinds of plugins: +1 + +Visual plugins (e.g. Sprite) appear in the layout and draw something to the screen. + +2 + +Hidden plugins (e.g. Array) are placed in a particular layout, but do not draw anything to the +screen. + +3 + +Project-wide plugins (e.g. Mouse, Audio) are added to the entire project, and can only be added +once. There cannot be more than one object type or instance of a project-wide plugin. They +simply enable a new capability (such as being able to take mouse input) to events. + +Construct is designed modularly. That means not much functionality is built in: you must insert a +plugin before you can use the related features. For example, you cannot play back any audio +before adding the Audio plugin to a project. This might seem unnecessary, but there are many +project-wide plugins and it is unlikely every project will need to use all of them. For example, if +the Audio plugin was automatically included with every project, even projects which do not need +Audio support would end up burdened with its features and code. So remember if you do not +add a plugin, it is not at all included in your project, and this helps your projects remain lean and +efficient when exported. + +Page 223 of 1113 + + Construct 3 Official Manual + +OBJECT TYPES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/object-types + +Object types are a central part of game design in Construct. Object types define a 'class' of an +object. For example, TrollEnemy and OgreEnemy could be different object types of the Sprite +plugin. They have different animations and events can be applied separately to make them look +and act differently, despite the fact they are both Sprite objects. +There can be multiple instances of an object type in a project. For example, you may wish for +there to be four TrollEnemy objects awaiting the player in a game. These four instances share +the same animations, images, behaviors, instance variables and events. (In the case of instance +variables, each instance stores its own unique value, e.g. for health, and behaviors work +independently for each instance too.) +Object types do not themselves have a position, angle or size. These are properties of the +instances of the object type. The Project Bar displays the object types in the project, but not the +instances. You can also add, rename and delete object types from the Project Bar. +Events are made to apply to an object type. The event then filters the instances that meet the +condition. For example, the event "Bullet collides with Alien" is an event that applies to all +instances of the Bullet and Alien object types. However, when the event runs, the actions only +apply to the specific instances involved in the collision. For more information see How events +work. +Object types can also be grouped together in to Families Paid plans only. This can help avoiding +repeating the same events for different object types. + +Page 224 of 1113 + + Construct 3 Official Manual + +OBJECT INSTANCES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/instances + +Object instances are the actual objects you see in a game: an instance of an object type. For +example, if there are four TrollEnemys in a layout, those are four instances of the TrollEnemy +object type. +It is instances which have a position, angle and size in the layout. Object types do not have these +properties - they simply define a 'class' of object. +Instances can be created at runtime in events (typically by the System Create object action and +the Sprite Spawn an object action). They can also be pre-arranged in layouts with the Layout +View to design levels, menus and title screens. Instances can also be individually animated in +timelines. +Selecting an instance in the Layout View shows its properties in the Properties Bar. These are a +mix of properties in common with all (or most) objects, and plugin-specific properties. The +common properties are described below, and plugin-specific properties are described for each +plugin in the reference section. + +Common instance properties +The following properties are common to most objects, depending on their capabilities. +Name + +The name of the associated object type. +Global + +By default, all instances are destroyed when the layout ends (e.g. when going to the next +layout). If enabled, none of the instances of this object type will be destroyed when switching +layouts. +Plugin Read-only + +A reminder of the plugin this object is based on. +Position + +The X and Y co-ordinates in the layout in pixels. This is measured to the object's origin. This +can also be altered by moving the instance in the Layout View. + +Page 225 of 1113 + + Construct 3 Official Manual + +Size + +The width and height of the instance in pixels. This can also be altered by dragging the resize +handles in the Layout View. +Angle + +The angle in degrees the instance is oriented at. This can also be altered by rotating the +object in the Layout View by clicking and dragging just outside the resize handles. +Opacity + +The instance opacity (or semitransparency), from 0% (transparent) to 100% (opaque). +Color + +A color tint to apply to the instance. This works by normalizing each color component in the +0-1 range, and multiplying it with the object's color. This means a white color (with 1 for each +color component) displays the original color of the object. Choosing another color will tint +the object, e.g. choosing red will preserve only the red color component of the object's +image. +Layer + +The layer the instance is placed on. In the case the selected instance is from from a global +layer in a different layout to the one currently active, the dropdown will show first the layers +of the layout the instance is really coming from, followed by the layers of the layout which is +currently active. +Z elevation + +The instance's elevation on the Z axis. By default the camera is at Z = 100, and looking down +to Z = 0. The default Z elevation is 0. Increasing it will move it upwards (towards the camera) +and decreasing it will move it downwards (away from the camera). +Z elevation only affects the appearance of the object. It does not affect collisions everything else continues to work in 2D as if its Z elevation was still 0. + +Z elevation takes precedence over Z order. In other words, using Send to top of layer will +not make an object appear on top of an object that has a higher Z elevation. + +Z index Read-only + +Page 226 of 1113 + + Construct 3 Official Manual + +Indicates the zero-based Z index of the instance on its layer relative to all the other instances +on the layer. A value of 0 means it is the bottom instance, and increasing values mean it is +closer to the top of the layer. The Z index can be modified using the Z Order Bar Paid plans +only. +UID Read-only + +Every instance in the project has a unique number assigned, called its unique ID or UID. This +value is displayed in the editor so you can view the UID for specific instances. You can use +conditions like Pick by unique ID in events to pick specific instances by their UID. +Tags + +A space separated list of string tags to identify an instance. The first tag of an instance is +used in some places in the editor to better distinguish specific instances. There are +associated common ACEs and a scripting interface to work with tags. +Edit variables + +Open the Object Instance Variables dialog. +Edit behaviors + +Open the Object Behaviors dialog. +Edit effects + +Open the Effects dialog. +Container + +Group a set of object types together so they create, destroy and pick in events together. See +the dedicated section on Containers for more information. +Template + +A set of properties for managing templates, which allow conveniently updating properties of +instances across the entire project. See the dedicated section on Templates for more +information. +Visible in editor + +An editor-only property, determines if the instance is visible or not. Can also be set through +the Instances Bar. +Locked + +Page 227 of 1113 + + Construct 3 Official Manual + +An editor-only property, determines if the instance can be interacted with. Can also be +controlled through the Instances Bar. + +Index IDs (IIDs) +As well as unique IDs (UIDs, described above), all instances are also assigned an Index ID (IID). +This is the zero-based index of the instance within its own object type. The first instance created +for each object type is assigned an IID of 0, and subsequent instances are assigned +incrementing numbers. Unlike UIDs, IIDs can change: if an instance is destroyed, all the object +type's instance's IIDs are reassigned so they are continuous (i.e. 0, 1, 2, 3... N with no gaps). +Therefore an IID does not persistently refer to one instance - use UIDs for that purpose. However +IIDs can be useful for advanced users taking advantage of object expression indexing, the Pick +Nth instance system condition, or the IID expression. + +Page 228 of 1113 + + Construct 3 Official Manual + +INSTANCE VARIABLES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/instance-variables + +Instance Variables are added to object types but store numbers, text or booleans (on/off flags) +individually for each instance. This makes them ideal for things like health counters in a game, +since each instance tracks its own value. Instance variables are added to object types with the +Object Instance Variables dialog, and the initial values for each instance can be set from the +Properties Bar. +Click here to open an example of instance variables. +Instance variables can also be used to help control instances independently of each other. For +example, a Boolean instance variable could be used to determine if an enemy is hunting down +the player (true) or running away (false). If instances all have different values, the condition Is +boolean instance variable set can be used to apply actions to enemies hunting down the player. +Inverting the condition (picking instances with the value being false) can then be used to apply +actions to enemies running away. The end result is a number of instances of the same object +type acting independently: some chasing and others running away. This is a simple example much more complex methods can be made using multiple instance variables. In other words, an +instance's state can be controlled using instance variables. +Instance variables can also be added to Families Paid plans only. All the object types in the +family then inherit the instance variable. + +Autocompleting string instance variables +When using string instance variables, Construct will offer to autocomplete the instance variable +with other strings it is referenced with in both event sheets and properties. The autocomplete +options will appear in both the Parameters Dialog (after typing the first " character) and the +Properties Bar. +This is useful for string instance variables that represent a fixed set of states, such as "idle", +"searching" and "attacking". If your event sheets or properties reference a set of strings like this, +then they will be offered for autocomplete in properties and parameters, helping show the list of +available strings and avoiding typos from re-entering the values. + +Page 229 of 1113 + + Construct 3 Official Manual + +BEHAVIORS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/behaviors + +Behaviors add extra capabilities to object types. They can be added with the Object Behaviors +dialog. See the behavior reference section for more information on individual behaviors. +An example of a behavior is the 8 direction behavior. This instantly allows an object to be moved +around with the arrow keys. This helps speed up development and increase productivity. +Behaviors are not intended to do everything in your game for you: the events are where the +majority of your game logic will be defined. Behaviors are essentially time-savers and shortcuts. +Most behaviors can be replicated with events, but it simply is far more time consuming to do so. +Behaviors are very customisable, but if a behavior isn't doing quite what you want it to, you can +usually resort to reproducing it in a customised way with events. +All instances of an object type use its behaviors. You cannot add a behavior to only some of the +instances - they all use the behavior - although you may be able to enable or disable the behavior +for individual instances. +Some behaviors add their own properties to the Properties Bar. See the behavior reference for +each behavior's properties +Some behaviors also extend the objects they are added to with their own conditions, actions and +expressions. These are shown alongside the object's own conditions, actions and expressions in +the Add Condition or Action dialog and Expressions dictionary. +Behaviors can also be added to Families Paid plans only. All the object types in the family then +inherit the behavior. + +Page 230 of 1113 + + Construct 3 Official Manual + +EFFECTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/effects + +Effects change the visual appearance of objects. They can be added with the Effects dialog. +Effects can also be added to layers and layouts, although effects which blend with the +background cannot be used on layouts. Effects are also sometimes referred to as shaders or +shader effects, since this refers to the underlying technology. Below is an example of the Water +effect on an image. + +An example of the Water effect + +Construct provides a library of over 80 effects. Adding effects also displays them in the Layout +View if Preview effects is enabled in project properties. A number of examples of effects are also +provided in Construct's examples which you can find by searching for Effects in the Start Page. +Multiple effects can be applied to a single object, layer or layout. In this case the effects are +chained. The result of the first effect is processed by the second effect, then the result of that is +processed by the third effect, and so on. +Note that the Free edition is limited to using two effects in a project only. + +Blend mode +The Blend mode provides a simple set of pre-defined ways to blend the object with the +background. Click here to open an example of blend modes in Construct. The image below also +demonstrates the available blend modes. + +Page 231 of 1113 + + Construct 3 Official Manual + +The blend modes available in Construct + +If multiple effects are used, the blend mode is applied only to the last effect. For example with +three effects, the effect chain is processed normally, and the blend mode is only used to blend +the result of the third effect with the background. + +Changing effects at runtime +Objects supporting effects provide common actions to enable or disable effects, or set an effect +parameter. This allows you to switch effects or adjust effect parameters at runtime, allowing for +greater possibilities and creative uses. To enable or disable layout or layer effects, or change +their parameters, use the relevant system actions. + +Performance +Using too many effects can cause poor performance, especially on mobile devices. Try to only +use effects when it is important to the appearance of the game. +Creating many instances of an object using effects can be very inefficient, since the effect must +be processed repeatedly for small areas. If many instances need to use an effect, sometimes it +is more efficient to place all the instances on their own layer, and apply the effect to that layer +instead. This can improve performance whilst producing the same visual appearance. +Never use effects to process a static effect on an object. For example, do not use the Grayscale +effect to make an object always appear grayscale. Instead apply the grayscale effect in an image +editor and import a grayscale image to the object, without using any effects. This has the same +visual result, and avoids performance-degrading effect processing. Effects like Grayscale should +only be used for transitions or making objects only occasionally appear grayscale. +For more information, see the manual section on performance tips. + +Page 232 of 1113 + + Construct 3 Official Manual + +FAMILIES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/families + +Paid plans only In Construct, Families are groups of object types. All the object types in a family +must be from the same plugin, e.g. all Sprite objects (and not a mix of Sprite and Tiled +Background objects, for example). +Families can help you avoid repeating events. For example, instead of having the same events +for the Enemy1, Enemy2 and Enemy3 objects, you can add them all to an Enemies family and +make the events once for the family. Then, the events automatically apply to all the object types +in the family. +The Families example in Construct demonstrates the advantage of this. There are seven kinds of +enemy, and they all need to be destroyed when the laser hits them. Without families, seven +separate events are necessary, as shown below: + +Using families all seven events can be replaced with a single event: + +This makes it far easier to create and maintain projects with lots of objects that need to work in +similar ways. + +Page 233 of 1113 + + Construct 3 Official Manual + +How to create a family +Right-click the Families folder in the Project Bar and select Add family. The Edit Family dialog +appears. + +Objects on the left are the objects in the project that can be added to the family. Objects on the +right are the objects already in the family. Double-click an object to transfer it to the other side. +You can select multiple objects by holding Control and clicking several objects, then clicking +one of the buttons in the middle to transfer them. +When done, click OK and the family will appear in the Project Bar. It can be expanded to show all +the objects in the family as well. The family, and the objects in the family, can be edited by rightclicking them and choosing options from the menu, like Remove from family or Edit family. +Objects can be added to multiple families. All events for the object's families will apply to the +object. + +Family instance variables +Instance variables can also be added to a whole family by right-clicking the family name in the +Project Bar and selecting Family instance variables. +If you add an instance variable to a family, all the object types in the family inherit the instance +variable. For example, adding the instance variable health to the family Enemies in the above +example will mean BladeEnemy, BugEnemy, CrescentEnemy, FighterEnemy, SaucerEnemy, +ScytheEnemy and SlicerEnemy all gain a health instance variable. It will also appear in the editor +alongside each object's own instance variables. However in the Event Sheet View the family will +only show its own instance variables (those added directly to the family). This means any +instance variables you want to be available to the family's events must be added to the family, +and not to the objects in the family. +If an object type belongs to multiple families, it inherits every family's instance variables. + +Page 234 of 1113 + + Construct 3 Official Manual + +Family behaviors +Behaviors can also be added to a whole family by right-clicking the family name in the Project +Bar and selecting Family behaviors. +As with family instance variables, if you add a behavior to a family, all the object types in the +family inherit the behavior. The behavior will appear in the events for all the objects in the family +and the family itself. For example adding the Bullet behavior to a family called Bullets means the +bullet's Set speed action is available to every object in the family, as well as the family itself. +If an object type belongs to multiple families, it inherits every family's behaviors. + +Family effects +Effects can also be added to a whole family by right-clicking the family name in the Project Bar +and selecting Family effects. +As with family instance variables and behaviors, if you add an effect to a family, all the object +types in the family inherit the effect. This can be useful for quickly applying effects to a number +of different object types. +If an object type belongs to multiple families, it inherits every family's effects. + +Picking families in events +Families pick instances in the event sheet independently of the object types in the family. For +example, consider Family1 consisting of SpriteA and SpriteB. Conditions for Family1 will never +affect which SpriteA and SpriteB instances are picked. It will only affect which instances are +affected when running an action for Family1. Likewise, conditions picking SpriteA and SpriteB +instances will never affect which instances are picked in Family1. In other words, in the event +sheet families are treated like an entirely separate object type, which just happens to have +instances from other object types. This can be taken advantage of if you need a single event to +pick two separate lists of instances from the same object type. + +Upgrading ordinary objects to families +If you make a lot of events forgetting to use a family and want to replace them, it's possible to +use the Replace Object feature to save you re-doing every event. The process is described in the +tutorial How to upgrade an object to a family. + +Summary +Families are a very powerful feature which are essential to help keep large projects simple. +Instance variables and behaviors added to families are inherited by every object in the family, +which allows for sophisticated logic to be easily applied to many object types at once. + +Page 235 of 1113 + + Construct 3 Official Manual + +CONTAINERS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/containers + +Containers are an advanced feature to help build composite objects - that is, elements of your +game made from multiple objects. For example, a tank in a strategy game might be composed +of two parts: a sprite for the tank base, and a different sprite for the tank turret. This allows them +to rotate independently. Adding them both to a container then allows events to treat both objects +as if they were one, because they are always picked together. +Hierarchies are another feature that help with building composite objects (see Setting up a +hierarchy in the Layout View). Containers generally apply to picking groups of objects in +event sheets, whereas hierarchies generally apply to making objects move and rotate +together. Both features can be used together as well. +It is essential to be familiar with how events work in order to understand how containers work. + +Creating a container +To add an object to a container, select one of the objects you want in the container and click the +Create link in its properties (which appears under the Container category next to the label No +container). A dialog opens allowing you to choose the object to add to the container. +Further objects can be added to a container by clicking the Add object link in the Container +category again. Objects can be removed by clicking the Remove link. + +What containers do +Placing objects in a container has the following effects: +1 + +If one object in a container is created, every other object in its container is also automatically +created. + +2 + +If one object in a container is destroyed, every other associated object in its container is also +destroyed. + +3 + +If a condition picks one object in a container, every other associated object in its container is +also picked. + +The first two points basically guarantee that there is the same number of instances for all the +objects in a container. In other words, containers are created and destroyed as a whole. Using +the tank base and turret container example, it is impossible to create a tank base without also +automatically getting a new turret for it as well. + +Page 236 of 1113 + + Construct 3 Official Manual + +The third point is the main purpose of containers. Containers are also picked in events as a +whole. This makes events treat containers as if they were one object. For example, if a condition +picks a tank base instance, it also automatically picks the base's associated turret. + +Examples +In the following events, assume both TankBase and TankTurret are in a container. + +In the above event, a TankTurret instance is also created since it is in a container with TankBase. +It might also be useful to add an action to set the position of the TankTurret to make it appear on +top of the base. + +In this event, the associated TankTurret instance is also destroyed since it is in a container with +TankBase. + +In this event, when a bullet hits the tank base, only its associated turret flashes. If the objects +were not in a container, all the turrets in the game would flash, as per the rules of how events +work (since no turret was referenced in the conditions, the action applies to all of them). +However, since the objects are in a container, when the TankBase that was hit by a bullet is +picked, its associated turret is also picked. This makes the event work as intended, and the event +treats both objects as if they were one. This is the crux of containers, and for some uses like +strategy games, there will be a large number of events taking advantage of this type of picking to +ensure objects work as units and don't accidentally affect other instances. + +Placing container objects in a layout +In the Layout View, it's possible to create an instance in a container by itself. This appears to +break rules 1 and 2 under What containers do, since objects in a container must always create +and destroy together. However, the editor does not enforce this. Instead, any missing objects are +created automatically when the layout starts. It is a good idea to make sure you create enough +objects anyway so you can edit the object's position, instance variables, and other properties +from the Layout View. + +Using containers in the Layout View +In the Layout View, when you highlight an instance in a container, the other instances in the +same container highlight in yellow to help you identify which instances are grouped together. +Page 237 of 1113 + + Construct 3 Official Manual + +You can also change the Select mode property to one of the following: +Normal: instances in the container select individually like normal. +All: instances in the container all select together whenever you select one of them. This is +like always multi-selecting every instance in the container whenever you click one of them. +Wrap: also selects all instances in the container, and then also wraps the selection so they +stretch and rotate as one. This means you can treat containers as if they are one object. For +more information see Selection wrapping in the Layout View. +You can circumvent the selection mode by holding Alt and selecting an instance. This will let +you select just that instance even when Select mode is All or Wrap. This helps you change the +container as well, such as to add or remove another object type to the container. + +Data storage objects in a container +It's possible to add data storage objects like Array and Dictionary to a container with another +object. Despite the fact these objects are invisible, a separate instance of the object is still +created for each container. This allows you to have a dedicated Array or Dictionary for each +instance of an object. This can be very useful as an advanced substitute for instance variables, +such as if a very large number of variables is necessary, or if variables need to be dynamically +added and removed. + +Page 238 of 1113 + + Construct 3 Official Manual + +TEMPLATES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/objects/templates + +Templates help managing instances in larger projects. The main uses for them are: +1 + +Conveniently updating properties for multiple instances across the project in the editor. This can +prove to be time consuming and prone to error if done individually. Using templates you can +declare a single instance to be the source template and other instances of the same object type +to be replicas of it. After doing so, changing the template will also change all replicas, even +across layouts. + +2 + +A template can be used as a preset when creating an instance at runtime using the Create +Object action. Doing this is can help avoid needing lots of initialization actions and makes it +easier to make changes to existing presets or add new ones later on. + +3 + +Using templates it is possible to define different hierarchies in the editor, and then choose which +one to create at runtime. + +Terms +1 + +Template: an instance that has been set to be the source of property values for other instances +to use. These include common properties, plugin properties, instance variables, behavior +properties and effect parameters. A template can also be used to decide what values a new +instance created at runtime should take when using the Create Object action. Modifying a +template in the Layout view or through the Properties bar will immediately be reflected in all +instances which are replicas of it. + +2 + +Replica: an instance that has been set to use an instance already defined as a template. A +replica takes its values from the source template unless they are explicitly modified, at which +point the replica's own values are used instead. + +Template properties +The Properties Bar shows relevant properties in the Template section. The properties that can be +shown there are: +Template mode: an instance can be turned into a template by selecting the Template value +from the drop-down list. If there are any instances in the object type which have already been +set to be a template, then the Replica value will also be available in the drop down menu. +Template name: the name to identify a template. This is only shown when Template mode is +set to Template. +Template source: the name of the template a replica is using. This is only shown when +Template mode is set to Replica, and only lists templates of the same object type. + +Page 239 of 1113 + + Construct 3 Official Manual + +The three main cases of using templates in the Properties Bar are shown in the images below. +Click the thumbnails to expand them. + +Properties for an instance not using templates. + +Properties for an instance set to be a template. + +Properties for an instance set to be a replica. Note the highlighting on the properties to identify which are from +the template, and which have been overridden for this instance. + +Setting up templates and replicas +To start using this feature the first thing you will need to do is set an instance to be a template. +To do that, follow these steps: +1 + +Select the instance you want to be a template in the Layout View. + +2 + +Pick the Template option from the Template mode dropdown in the Properties bar. + +3 + +The Template name input will appear. + +4 + +Give the template a name using the Template name text input. + +Page 240 of 1113 + + Construct 3 Official Manual + +That's all you need to do to set an instance to be a template. +Now let's see how to set other instances to use the template in the editor: +1 + +Select the instance you want to be a replica of the template in the Layout View. The instance +must be of the same object type as the template. + +2 + +Pick the Replica option from the Template mode dropdown. + +3 + +The Template source dropdown will appear. + +4 + +Select the template the replica instance should use from the Template source dropdown. + +After doing that you will notice that some of the properties in the Properties bar are highlighted. +This indicates that the instance is taking that value from the source template. + +Page 241 of 1113 + + Construct 3 Official Manual + +From now on, when the template is modified, all replicas using it will reflect the changes. If a +replica is modified individually, the affected property will stop taking the value from the template +and instead will take the value from the replica itself. To indicate this, the property will be +highlighted in a different color. + +Miscellaneous options +Layout view context menu options + +Page 242 of 1113 + + Construct 3 Official Manual + +Template context menu + +Replica context menu + +Template instance context menu options: +Apply template to all replicas►Properties only forces all replicas using this template to +use the values of the template. +Apply template to all replicas►Hierarchy►Replace whole replaces the whole hierarchy +of each replica with that of the template. This creates and deletes instances as +necessary. +Apply template to all replicas►Hierarchy►Modify existing updates the existing hierarchy +of each replica to match as best as possible the hierarchy of the template. This does not +create or delete any instances. +Select all replicas in layout selects all replicas of this template in the layout. +Open all layouts with replicas opens all layouts with replicas of the selected template. +Replica instance context menu options: +Apply template►Properties only forces the selected replica to use the values from the +template. +Apply template►Hierarchy►Replace whole replaces the whole hierarchy of the replica +with that of the template. This creates and deletes instances as necessary. +Apply template►Hierarchy►Modify existing updates the existing hierarchy of the replica +to match as best as possible the hierarchy of the template. This does not create or delete +any instances. +Select all replicas in layout selects all replicas of this template in the layout. +Open template layout opens the layout containing the template the selected replica is +using. + +Properties bar context menu options +When a replica's property is modified and so starts using its own value, it's possible to +individually set it back to use the template value by right clicking on the property name. + +Page 243 of 1113 + + Construct 3 Official Manual + +Other Properties bar options +Propagate hierarchy + +This property is only shown for template instances, if toggled all hierarchy related changes +will be propagated automatically to the replicas. Turned on by default. +Ignore hierarchy propagation + +This property is only shown for replica instances, if toggled any changes automatically +propagated from a template are ignored. Turned off by default. +Replace hierarchy + +When used from a template, will cause all the replicas to match the template's hierarchy. +When used on a replica, that replica matches it's templates hierarchy. Creates and destroys +instances as needed. Using this option ignores Propagate hierarchy and Ignore hierarchy +propagation settings. +Modify hierarchy + +When used from a template, will cause all the replicas to match the template's hierarchy as +best as possible. When used on a replica, that replica matches it's templates hierarchy as +best as possible. No instances are created or deleted. Using this option ignores Propagate +hierarchy and Ignore hierarchy propagation settings. + +Runtime actions +The Create Object system action has an additional Template name parameter. When specified +the new instance being created will be a clone of the template instance, rather than an arbitrary +one. +As well as using the properties of the template instance, the new instance will also use the +hierarchy from the template if one exists. This means that it is possible to create different +hierarchies in the editor that use the same type of instance as a root, while also being able to +choose which one to create at runtime. + +Page 244 of 1113 + + Construct 3 Official Manual + +If the provided template name is not available, the Create Object action will behave as if the +parameter wasn't provided (using an arbitrary instance instead). + +Dragging and dropping from the Project Bar +Instances can be created by dragging and dropping an object type in the Project Bar to the +Layout View. Normally this creates a default instance based on another instance in the project. +However it may be desirable to control which specific kind of instance is created when you do +this. Templates can also be used to determine which instance is created in this case. +When you create a template, selecting the object type in the Project Bar will now show two +additional properties in the Properties Bar: +New instance template: the template to use when creating a new instance from the Project +Bar. You can choose any template in the project for the object type. The created instance will +copy all its properties from the template. +New instance replica: check this to set an instance created from the Project Bar to be a +replica of the template. This means it will automatically update when the template is +modified. If unchecked, the new instance copies the template's properties, but it is not made +a replica, so it will not automatically update when the template is modified. +Also note that creating instances from the Project Bar will respect the Propagate hierarchy option +of the template. If enabled and you create the root instance of a hierarchy from the Project Bar, +then it will automatically also create the rest of the hierarchy as well. + +Other considerations +By default, replicas do not use the position properties of the template. In most cases it is +more useful for these two properties to remain individual for each replica. +At runtime, replicas are no longer connected to their templates as they are in the editor. This +means that changing a template at runtime will not affect the replicas. This applies for +properties and hierarchy changes. + +Page 245 of 1113 + + Construct 3 Official Manual + +EVENTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events + +Events are one of Construct's main features: instead of complicated scripting or programming +languages with fiddly syntax and difficult errors, you can define how your project works using a +simpler block system. The blocks are collectively referred to as events, although there are +several kinds of block making up an event sheet. +Construct's event system is likely to be unfamiliar to new users. Read How Events Work for a +summary of how to use them. Events are not cookie-cutter blocks that limit what you can do. +Instead they are designed to provide the basic tools you need to create sophisticated content. +The basic concept of events is that conditions filter the instances meeting the condition, then +the actions run for those instances only. This allows you to control instances independently, +especially when used with instance variables. A common misconception is that all instances of +an object type must act the same. That is not the case: the fundamental way events work is to +filter out individual instances, and run actions on just those that met the conditions. +Events are edited in the Event Sheet View using the Add Condition/Action dialog, the Parameters +dialog and Expressions dictionary. +A diagram of a simple event is shown below. (This does not include every feature of events - the +rest are explained in this section.) + +Events typically consist of conditions that must be met, actions that run if so, and optionally +further sub-events that test more conditions, run more actions, etc. A simple way to think about +events is "If the conditions are true, then run the actions". However remember that a key feature +is that it also filters the instances matching the condition. For example if the condition Bullet +collides with alien is met, the action Destroy alien will run, and the Destroy action affects only the +instance involved in the condition. +Once you are familiar with events, you will likely find it useful to also use Functions to help +manage events as your project gets larger. + +Scripting +You can use Construct's event system exclusively and still make complex projects with +sophisticated logic. However if you are interested in learning a programming language, you can +Page 246 of 1113 + + Construct 3 Official Manual + +also use JavaScript coding in Construct. You can also mix and match code and event blocks, +such as using a line of JavasScript code in the place of an action. To find out more see the +manual section on Scripting. +If you already have programming experience, you may be interested in extending Construct +using the Addon SDK. + +Page 247 of 1113 + + Construct 3 Official Manual + +HOW EVENTS WORK +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/howevents-work + +If you're new to Construct's events, this section will outline how they work. This is essential +reading for beginners! You will be able to make much better and more reliable games with a +thorough understanding of how events work. +To learn how to add and edit events, see Event Sheet View. +Events are designed to be easily readable and to intuitively "just work". However, they have +specific, well-defined ways of working which is described here. +Events work by filtering specific instances that meet some conditions. The actions then run for +those instances only. For example, consider the following event: + +In this example, when a Bullet collides with a Monster the event condition is met. The specific +instances of Bullet and Monster that collided in the game are "picked" by the event. Actions only +run on the "picked" instances. If there are other instances of Bullet and Monster in the layout, +they won't be affected by the Subtract 1 from health and Destroy actions. It would be very +difficult to make good games if every bullet hurt every monster! +Another way to think about an event is "If all conditions are met then run actions on the +instances meeting the conditions". + +Multiple conditions +Adding more conditions to an event progressively filters the instances to run actions on. For +example: + +This event runs like this: +1 + +First all Monsters that are on-screen are picked. + +2 + +Then, of those on-screen, it is reduced to those with less than 5 health. + +3 + +The action makes all monsters that are both on-screen and have less than 5 health look directly +at the player. Monsters that are off-screen or have 5 or more health are not affected. + +Page 248 of 1113 + + Construct 3 Official Manual + +Therefore, using multiple conditions you can run actions on just the instances meeting several +criteria. Users from programming languages or other tools might recognise this as a logical +"AND". All conditions of an event must be met for the actions to run. If no monsters are onscreen or none of those on-screen have less than 5 health, the actions do not run at all. + +Unreferenced objects +Have a look at the following event: + +If the user presses Spacebar and the Player's PowerupEnabled flag is set, the action does +Monster: Destroy. Note that there aren't any conditions that filter or pick Monsters in this event. +In this case, all Monster instances are destroyed. In other words, if an event doesn't reference an +object in its conditions, actions apply to all the instances of that object. +Think of conditions as starting with all instances being picked, and progressively filtering them +from there. If there were no conditions, there are still all instances picked, so the action affects +all of them. + +Picking resets between events +After an event ends, the next event begins from scratch. Its conditions will start picking from all +instances again. +On the other hand, sub-events (which appear indented) carry on from where its parent event left +off. A sub-event will further filter the instances left over by the event that came before it. If an +event has two sub-events, they both pick from the same set of instances the parent left behind the second sub-event is not affected by the first. In other words, events at the same indentation +level always pick from the same set of instances, and events at a lower indentation level are +always working with the instances handed down from above. + +The System object +In Construct the System object represents built-in functionality. It has no instances. This means +most system conditions do not pick any instances: they are either true or false. If they are false +the event stops running, otherwise the event continues without the picked instances having been +changed. There are exceptions, though: if a system condition uses an object, such as Pick +random instance, that will affect the picked objects. +System actions do not run on any picked objects: they simply run if all of the event's conditions +were met. + +Events run top to bottom + +Page 249 of 1113 + + Construct 3 Official Manual + +The order of events is important. Every event is checked once per tick (about 60 times a second +on most computers), and they are run from top to bottom in the event sheet. The screen is +drawn once every event has been run, then the process starts again. This means if one event +does something and the next event undoes it, you'll never see that anything happened. +The same applies within events: conditions are checked from top to bottom, and the actions run +from top to bottom. +However, triggers are an exception. See the green arrow to the left of Keyboard: On Space +pressed from the previous example: + +This indicates the event is triggered. Rather than running once per tick, this event simply runs (or +"fires") upon something actually happening. In this case, the event runs when the user hits the +Spacebar key on the keyboard. It is never checked any other time. Since triggers run upon an +event happening, they aren't checked in top-to-bottom order like other events. This means the +ordering of triggers relative to other events is not important (except relative to other triggers of +the same type, since triggers still fire top-to-bottom). +There can only be one trigger in an event, because two triggers cannot fire simultaneously. +However, multiple triggers can be placed in 'Or' blocks (see the next section). + +'Or' blocks +As mentioned before, all conditions have to be met for an event to run. This is called a 'Logical +AND', because "condition 1 AND condition 2 AND condition 3..." must be true. However, you can +change an event to run when any condition is true. This is called a 'Logical OR', because the +event will run if "condition 1 OR condition 2 OR condition 3..." are true. +Normally blocks work as 'AND' blocks. To make an 'OR' block, right-click the block and select +Make OR block. It will then display with - or - between each condition, as shown below. + +Note that because OR blocks run if any condition is true, it's possible the event will still run if +some conditions were false and did not pick any instances. In this case the actions will still run, +but possibly with zero instances picked for any objects where no instances met the condition. If +any actions are run for objects with no instances picked, nothing happens. +Also note normally you can only put one trigger in an event, but you can put multiple triggers in +an 'Or' block, and the event will run if any of triggers run. +You can combine the block types by using sub-events. This allows you to build up more +advanced logic, such as an 'Or' block followed by an 'And' block. +Page 250 of 1113 + + Construct 3 Official Manual + +Looping conditions +Some events loop, which simply means they repeat more than once. Note the green circular +arrow in the below example to indicate this. + +This means when the layout starts, the Create object action repeats 10 times. The end result is +10 monsters are created at random positions in the layout on startup. +There can also be more conditions following the Repeat condition. These are tested on each of +the repeats as well, and must be true for the actions to run. There can even be more than one +loop in an event, but this is rare. + +Families and containers +Note families Paid plans only pick their instances entirely separately from any of the object types +in the family. For more information, see the section Picking families in events in the manual entry +on Families. +Containers are an advanced feature that can also make groups of instances always be picked +together. For more information see the manual entry on Containers. + +Summary +Using this event system it's possible to make sophisticated logic for games quickly and easily. It +is a very powerful alternative to scripting or programming languages but much easier for nontechnical people to use. +Although this section has described the essential parts of the event system, it still has not +covered everything. The rest of this manual section covers more features you can use in events. +The reference sections also cover all the conditions, actions and expressions in Construct. + +Page 251 of 1113 + + Construct 3 Official Manual + +EVENT SHEETS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/eventsheets + +Event Sheets are lists of events. They are edited in the Event Sheet View. All the event sheets in a +project are listed in the Project Bar. + +Adding and removing event sheets +To add a new event sheet, right click an event sheet folder in the Project Bar (such as the root +level Event sheets folder) and select Add event sheet. +Event sheets can be renamed or deleted by right-clicking the event sheet itself in the Project Bar +and selecting Rename or Delete. +When adding a layout, Construct will prompt to ask if you'd also like to create an event sheet for +that layout. + +Sharing events between layouts +Layouts have an associated event sheet to define how the layout works. However it is often +useful to use one event sheet for multiple layouts to prevent having to duplicate all your events. +There are two ways to share events between layouts: +1 + +Set several layout's Event sheet property to the same sheet. + +2 + +Make a separate event sheet with all the common events on it, then include that event sheet on +other event sheets. + +The second option is usually preferable since you are not forced to use exactly the same events +for different layouts - you can add a few extra events to customise how it works depending on +the layout. + +Page 252 of 1113 + + Construct 3 Official Manual + +CONDITIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/conditions + +In events, conditions filter instances that meet some criteria. They appear to the left of the +event. All conditions in an event must be met by at least one instance for the actions to run. The +actions then only apply to the instances that met the conditions. + +System conditions do not pick any instances: they are simply either true or false, unless they +specifically reference an object, such as with Pick random instance. +There are three kinds of conditions: normal conditions, triggered conditions, and looping +conditions. You can also create OR blocks which run if any condition is true, rather than all the +conditions. See How events work for more information. + +Adding and editing conditions +When you add a new event, you are taken through the process of adding the first condition for +the event. This is described in more detail in the Event Sheet View manual entry. +You can add multiple conditions to an event block. To add another condition, right-click either an +existing condition or the event margin and select Add another condition. All conditions must be +met for the event to run, unless you set the event to be an OR block, in which case any condition +can be true for the event to run. To set an OR block, right-click the event margin and select Make +OR block. +To edit a condition, double-click it. You can also right-click it and choose Replace or Delete. + +Inverting conditions +Conditions can be inverted, which flips the thing they test. For example, the condition Monster is +overlapping Player is true whenever a monster is touching the player. However, if inverted, it +appears with a red invert icon and means Monster is not overlapping Player. + +Page 253 of 1113 + + Construct 3 Official Manual + +Not all conditions can be inverted (e.g. triggers can't be, because the event doesn't make sense +inverted in that case). + +Breakpoints +Paid plans only It is possible to place a breakpoint on a condition, to pause execution when it is +reached in the debugger. For more information, see breakpoints. + +Page 254 of 1113 + + Construct 3 Official Manual + +ACTIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/actions + +In events, actions do something, such as create an object or go to another layout. They appear +to the right of the event. + +Actions only affect the instances that met the event's conditions. See How Events Work for more +information. +To add an action to an event, click the Add action link that appears beside the event underneath +any existing actions. For more information on adding and editing events, see Event Sheet View. + +Breakpoints +Paid plans only It's possible to place a breakpoint on an action, to pause execution when it is +reached in the debugger. For more information, see breakpoints. + +Page 255 of 1113 + + Construct 3 Official Manual + +EXPRESSIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/expressions + +In events, expressions are used to calculate sums or retrieve information from objects, such as +a Sprite's X co-ordinate. Expressions are entered in to the Parameters dialog when adding or +editing a condition or action which has parameters. The Expressions dictionary is also shown at +the same time and provides a dictionary of all the system and object expressions available in a +project. +Some examples of expressions, which can range from a simple number to a complex +calculation, are given below: +0 +random(360) +Sprite.X +(Player1.X + Player2.X) / 2 +Sprite.8Direction.Speed +Sprite.X + cos(Sprite.Angle) * Sprite.Speed * dt + +Numbers +Numbers are simply entered as digits with an optional fractional part separated by a dot, e.g. 5 +or -1.2 . Fractional numbers may begin with a dot, e.g. .5 . + +Text (strings) +Text is also known as strings in software development, and Construct also sometimes uses this +naming convention. Text in expressions should be surrounded by double-quotes, e.g. "Hello" +The double-quotes are not included as part of the text, so setting a text object to show the +expression "Hello" will make it show Hello, without any double-quotes. To include a doublequote in a string, use two double-quotes next to each other (""), e.g. "He said ""hi"" to me" will +return He said "hi" to me. +Using quotes for strings only applies to expressions. Don't use them in other places like in +property values in the Properties Bar. +You can use & to build strings out of mixed text and numbers, e.g. "Your score is: " & score + +Page 256 of 1113 + + Construct 3 Official Manual + +To add a line break to a string use the system expression newline, e.g. "Hello" & newline & +"world" + +Operators +You can use the following operators in expressions: +Operator ++ +* +/ +% +^ + +Description +Addition +Subtraction +Multiplication +Division +Modulo (remainder after division) +Raise to power, e.g. 5 ^ 2 = 25 + +Build strings, e.g. "Your score is: " & score +=, <>, <, <=, +Comparison operators, e.g. score < 10 . Return 1 if comparison is true or 0 if false. +>, >= +& + +?: + +&, | + +Conditional operator, in the form condition ? result_if_true : result_if_false . Allows testing +conditions in expressions. The condition counts as true if it is non-zero, and false if it is zero. E.g. score < 0 ? "Game + +over!" : "Keep going!" +When used on numbers, & is logical AND and | is logical OR. (Note if either side is a string, & instead does string +concatenation.) These are useful combined with the comparison operators, e.g. score < 0 | health < 0 , which +returns 1 if either condition is true, else 0 for false. + +Note a common mistake is to write comparison expressions like value = 1 | 2 with the +intent to match value to either 1 or 2. However this doesn't work as it is actually evaluated +as (value = 1) | 2 , which always evaluates as true. Similarly value = (1 | 2) won't +work as 1 | 2 evaluates to true, so it only tests if value is true. The correct way to test +this is using value = 1 | value = 2 . + +Object expressions +Objects have their own expressions to retrieve information about the object. These are written in +the form Sprite.X (the object name, a dot, then the expression name). The Expressions +dictionary lists all the available expressions in the project, and they are further documented in +the reference section of the manual. +The expression Self can be used as a short-cut to refer to the current object. For example, in +an action for the Player object, Self.X refers to Player.X . +You can add a zero-based object index to get expressions from different object instances. For +example Sprite(0).X gets the first Sprite instance's X position, and Sprite(1).X gets the +second instance's X position. For more information see index IDs (IIDs) in instances. You can +also pass another expression for the index. Negative numbers start from the opposite end, so +Sprite(-1).X gets the last Sprite's X position. + +Behavior expressions +If an object has a behavior with its own expressions, they are written in the form +Object.Behavior.Expression , e.g. Sprite.8Direction.Speed . +Page 257 of 1113 + + Construct 3 Official Manual + +System expressions +The built-in system expressions are listed in the reference. These include some basic +mathematical functions like sqrt (square root). + +Page 258 of 1113 + + Construct 3 Official Manual + +SUB-EVENTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/subevents + +Sub-events appear indented beneath other events. They carry on picking instances from where +the "parent" event left off. They run after the parent event's actions have finished. An example is +below. + +This event runs like so: +1 + +Test if any Monster instances are overlapping Player. If so, the instances involved are +remembered. + +2 + +The top event's actions would run next, but it doesn't have any. + +3 + +The second event (note it is indented) then tests if the Player's ShieldEnabled instance variable +is set. If so, it subtracts 1 from the health of the Monster overlapping the player. + +4 + +The third event (also indented) tests if the Player's ShieldEnabled instance variable is not set +(see inverting conditions). If so, it subtracts 1 from the health of the Player. + +In other words, monsters hurt the player when they touch, unless the player's ShieldEnabled +instance variable is set, in which case the monsters are hurt instead. +This works because the objects picked by the top event are remembered and also used for subevents. If the second and third events were not sub-events (not appearing indented) the second +event would subtract 1 from the health of all Monsters, because it was not referenced in the +event. (See Unreferenced objects in How events work for more on this.) +Sub-events can have other sub-events too, which makes sub-events very powerful and flexible +for setting up advanced game logic. +Note sub-events run after the actions only if the actions run - in the above example, if no +monsters are overlapping the player, neither the actions of that event nor its sub-events run at +all. + +Triggers in sub-events +If a trigger is in a sub-event, all of its parent event's conditions must be true at the time the +trigger fires, otherwise the event will not run. +Page 259 of 1113 + + Construct 3 Official Manual + +There can also only be one trigger in a single branch of sub-events. In other words, one of the +events above a trigger cannot also contain a trigger. + +Adding and removing sub-events +To add a sub-event, right-click the event margin and choose Add►Add sub-event. Alternatively +choose the Add sub-event option from the Add... link on the right, or press the S keyboard +shortcut. +Adding and editing conditions to sub-events works identically to ordinary events. You can also +create more deeply nested sub-events by adding a sub-event to a sub-event. + +Page 260 of 1113 + + Construct 3 Official Manual + +EVENT GROUPS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/groups + +Groups of events are mainly for organising events. They can be collapsed and expanded using +the arrow button in the title. They are edited with the Event Group dialog. To add an event group, +right click an event or empty space in the event sheet and select Add group or press the G +keyboard shortcut. + +Some event groups from the Space Blaster game example in Construct 3 + +Events can be dragged and dropped in to and out of groups (be sure to drag from the event +margin, and not from a condition or action). Entire groups can also be enabled or disabled with +the Set Group Active system action, which is useful for situations like pausing the game. +Disabling unnecessary groups can also help improve performance. + +Customising colors +You can customise the event group header's colors by right-clicking and selecting +Colors►Change text color or Colors►Change background color. To reset back to the default +colors (which are based on the current theme), select Colors►Restore default colors. + +Page 261 of 1113 + + Construct 3 Official Manual + +COMMENTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/comments + +Event comments are simply notes to help you remember how events work and what they do. +They are very important to help you remember how things work in large projects! By default +comments have a yellow background and appear above the event they are describing. + +To add a comment, right-click on an event or an empty space in the event sheet and select Add +comment or press the Q keyboard shortcut. Comments can be edited by double clicking on +them. You can make a comment with a line break by holding shift and pressing Enter. +Comments can also be added in between actions. The Q keyboard shortcut will add an action +comment if an action is selected. Alternatively you can right-click an existing action and select +Add comment, or use the Add... menu next to the Add action link. +If you use Construct a lot, you will find comments essential to help yourself organise and +understand large projects. Coming back to a project after a few months with no comments at all +can be very difficult, so don't underestimate the importance of comments. +Comments do not affect how anything works at all. They are solely for your information. Nothing +typed in to comments is exported to the game whatsoever. + +Customising colors +You can customise the comments's colors by right-clicking and selecting Colors►Change text +color or Colors►Change background color. To reset back to the default colors (which are based +on the current theme), select Colors►Restore default colors. + +Using formatting +Comments can include some simple formatting tags known as "BBCode". This involves using +square bracket tags such as [b] and [/b] around text to make bold, e.g. [b]bold text[/b] . The +tags you can use in comments are listed below. +Tag +Description +[b]...[/b] +Bold text +[i]...[/i] +Italic text +[s]...[/s] +Strikethrough text +[u]...[/u] +Underline text +[sub]...[/sub] +Subscript text +[sup]...[/sup] +Superscript text +[small]...[/small] Smaller text + +Page 262 of 1113 + + Construct 3 Official Manual + +Tag +Description +[mark]...[/mark] Mark text with highlight +[code]...[/code] Format as code snippet +[h1]...[/h1] +Header 1 +[h2]...[/h2] +Header 2 +[h3]...[/h3] +Header 3 +[h4]...[/h4] +Header 4 +[item] +Item bullet point: • + +Page 263 of 1113 + + Construct 3 Official Manual + +EVENT SHEET INCLUDES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/includes + +Event sheet includes allow you to include an event sheet on another event sheet. They are a sort +of automatic copy-paste of one sheet's contents to another. This is useful for sharing events +common to multiple layouts. For example, a game could use different event sheets for different +parts of the logic. You could have event sheets called Player input, Enemy control, Effects, and so +on. Then each level of the game can include these common event sheets in the layout's own +event sheet. This allows you to share the same events between multiple layouts, without having +to copy and paste all your events over and over again. + +Includes can be added from right-clicking an empty space in the event sheet and selecting +Include event sheet or press the N keyboard shortcut. +Construct automatically prevents cyclic includes. If two event sheets both include each other, +Construct will use both event sheets but not include either more than once. + +Page 264 of 1113 + + Construct 3 Official Manual + +EVENT VARIABLES +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/variables + +Event variables are number or text values which are either global to the whole project or local to +a range of events. They are modified using the Event Variable dialog. To add an event variable, +right-click on an event, another variable, or an empty space in the event sheet, and select Add +global variable or Add local variable, or press the V keyboard shortcut. Variables at the root level +of the event sheet (not indented beneath anything else) become global variables, whereas +variables in groups or sub-events become local variables. +Event variables are modified with the system actions in the Global & local variables category. +They can be retrieved by simply using their name in expressions. + +Global variables +Global variables show a globe icon. They are always at the top level of an event sheet - they are +not sub-events or inside any groups. + +Global variables store their values between layouts. Events in any layout can access any global +variable, even if it was created in a different event sheet that is not included. +Global variables can be moved to another event sheet by cutting and pasting them. After being +cut, references to the global variable will disappear because it has been removed; this is normal +and nothing to worry about. When you paste the global variable, the references that disappeared +will reappear again. Alternatively you can right-click the global variable and select Move to event +sheet.... + +Local variables +Local variables are variables placed nested under other events, or inside a group. They also show +with a different icon to global variables. + +The main difference between global and local variables is local variables can only be accessed +in their scope. A local variable's scope is its level of sub-events. All other events at the same +level of indentation, or lower levels, can access the local variable. Events above it (less indented) +cannot access the local variable. + +Page 265 of 1113 + + Construct 3 Official Manual + +For example, if an event variable is in a group of events, it becomes a local variable. Then, it will +only appear as an option for a variable in events inside that group. In other groups or in other +event sheets it does not appear at all and cannot be accessed. This makes the variable local to +the scope in which it is placed. +Local variables convenient for temporarily holding variables over a short range of events, such +as to calculate an average value (where a temporary sum variable may be necessary). It also +helps keep the project simple, since it prevents the need to create more global variables, which +appear everywhere in the project even if they are not needed everywhere. +The scope of local variables is designed to mimic how the scope of variables works in real +programming languages. + +Function parameters +Function parameters are a special kind of local variable, scoped to a function event. For more +information see the section on Functions. + +Static and constant variables +By default, local variables reset to their initial value whenever entering their scope (usually every +tick), like local variables in programming languages. If the variable is marked static in the Event +Variable dialog it will persist its value permanently, like a global variable. +Both global and local variables can be marked constant. This makes them read-only: they can be +retrieved and compared, but not changed. + +Finding references to variables +Paid plans only You can quickly see a list of all references to a global or local variable by rightclicking it and selecting Find all references.... This will open the Find Results bar with a list of all +places in the project the variable is used. This is also helpful for identifying if there are no +references so the variable can be safely deleted. + +Page 266 of 1113 + + Construct 3 Official Manual + +FUNCTIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/functions + +Functions are special kinds of event blocks that can be called from actions. They are designed +to be analogous to functions in real programming languages. Using functions can help you +organize event sheets and avoid having to duplicate groups of actions or events. + +Adding a function +In the event sheet, functions are represented as a different type of event block. To create one, +use the Add function menu option instead of Add event. + +When you select this the Add function dialog will appear for you to fill in details about the +function. Once created, the function appears in the event sheet similar to a normal event, but +with a special function icon and On function text at the top. + +You can add conditions, actions and sub-events to functions, just like you can with normal +events. However functions do not run unless you call them in an action. Once you've added a +function to your project, a new special Functions object appears in the Add action dialog, next to +the System object. + +Page 267 of 1113 + + Construct 3 Official Manual + +When you choose this object, it displays the functions in your project as if they are actions. +(There are also some other built-in actions that relate to functions.) + +Choosing the function adds an action that calls (runs) the function. + +Functions are similar to custom actions, but not associated with a specific object type or family. +This action will run the corresponding On function event, including testing its conditions, running +actions, and running any sub-events, and then return to the original action and continue from +where it left off. +Functions are global. This means you can call a function from anywhere in your event +sheets, even if the function is in a different event sheet that is not included in the event sheet +you call it from. + +Using functions +A good example of using functions is to eliminate repeated sets of actions or events. For +example suppose you create an enemy with random properties every 5 seconds using this event: +Page 268 of 1113 + + Construct 3 Official Manual + +Suppose there are two other events where you want to create an enemy the exact same way: +one when a player walks in to a trap, and another one every 4 seconds when in a boss fight. +Without functions, you may have to copy-and-paste the same actions multiple times, like this: + +Notice this is becoming inconvenient. There may be times you need to repeat the actions in even +more places. If you want to make a change, you then have to find every place you repeated the +actions, and repeat the change. We can remove the repetition using functions. By creating a +CreateEnemy function which has the repeated actions, we can replace all the repeated actions +with function calls, like this: + +Page 269 of 1113 + + Construct 3 Official Manual + +This works identically to the previous events, but is much shorter and more convenient. We can +call the CreateEnemy function anywhere in our events we want to create an enemy, and it uses +the same set of actions in the corresponding On function event. +It is often useful to split many parts of your events in to functions like this, so they can be +conveniently re-used across event sheets. + +Parameters +When calling a function, you can also pass parameters. These are numbers or strings that are +made available to the function. For example, the CreateEnemy function from the previous +example could be modified to take two parameters: the X and the Y co-ordinates at which to +create the enemy. This helps functions to be made more general purpose by using extra +information from the action calling the function. +To add a parameter to a function, use the Add parameter menu option when right-clicking the +function. (Note you need to right-click on the header or margin, since if you right-click a +condition, it will show a menu for the condition instead.) + +When you select this the Add function parameter dialog appears for you to fill in details about +the parameter, including its name, description and type. Parameters appear similar to local +variables, but inside the function block. + +Page 270 of 1113 + + Construct 3 Official Manual + +Parameters work very similarly to local variables - you can use them in expressions, compare +them, and set them just like any other kind of local variable. Similar to local variables they are +limited in scope to just the function event and its sub-events. +Now when you call the function, you can also provide the parameters. Notice the name and +description you set for the parameters are used. These appear like parameters for any other +action, but they will set the values of the parameters when calling the function. + +Returning values from functions +Functions can also return a result. For example, a factorial function could calculate the +mathematical result and return it. +By default, functions have a return type of None, meaning they don't return any value. This also +means they are used as actions. However if you set a return type of Number, String or Any, the +function returns a value. This also means it is used as an expression instead, so it won't appear +as an action. +A function can set its return value using the Set return value action in the built-in Functions +object. It can then be called using it as an expression, such as: +Functions.MyFunction + +Parameters can also be added in parentheses, e.g.: +Functions.MyFunction(1, 2, 3) + +The expression returns the value set by the Set return value action in the function call. +Functions which return a value will also appear in the Expressions dictionary, also show up in +autocomplete, and also show call tips when entering parameters, just like other expressions. In +summary, while functions with no return type are essentially custom actions, functions with a +return type are essentially custom expressions. + +Picking +Normally, calling a function will run the function with picking reset. That means if an event picks +some instances with conditions, then calls a function, the function runs with all instances picked +again, ignoring the fact that conditions previously picked some instances. +Page 271 of 1113 + + Construct 3 Official Manual + +Enabling Copy picked on the function changes this so the function keeps the same picked +instances when it is called. This can be convenient for making a function that affects a single +instance, for example - its actions will run on the instance picked by the caller, rather than having +to pick the instance another way (e.g. by its UID). +Note that if the function changes which instances are picked with its own conditions, that does +not affect the place that called the function. When returning after the function has finished, any +changes the function made to picking are discarded. In other words, calling a function does not +affect the calling event's picking, even if Copy picked is enabled. + +Asynchronous functions +A function can be set to Asynchronous (or async for short) in the Add/Edit Function dialog. This +allows it to be used with the System Wait for previous actions to complete action. This means if +the function does any waiting itself, such as with an action like Wait 3 seconds, the caller can +also wait for the function call to complete with Wait for previous actions to complete. +Note this imposes a small performance overhead, so for best performance leave it disabled if +you don't need it. + +Function maps +Sometimes it's useful to be able to call a function depending on a string determined at runtime. +The function maps feature allows for this. Try out the Function Maps example to see how it +works. + +Nesting and recursion +Like in programming languages, functions support calling functions from other functions, and +functions calling themselves (recursion). Functions calling other functions or recursing create a +new call stack entry with their own unique variables. In other words, like in programming +languages, local variables and parameters are unique at each level of function call. This does not +apply to static local variables or global variables. + +JavaScript integration +Scripting +When using scripts in Construct, use runtime.callFunction() to call an event function from script. + +External calls +In other cases, it is strongly recommended to use the Addon SDK to integrate JavaScript code +with Construct. However it is possible to trigger a function from JavaScript using the following +function: +c3_callFunction("name", ["param1", "param2"]); + +Page 272 of 1113 + + Construct 3 Official Manual + +Do not call this with Construct's scripting feature. It will not work correctly. In that context +you must use runtime.callFunction() instead. This method only applies to external +JavaScript. +The function with the given "name" is called by this method. Parameters are optional and can be +omitted, but must be provided as an array in the second argument, and parameters may only be +string, number or boolean values. The method also returns the return value set in Construct (if +any), and also can only return a string or number. +If the project is running in a Web Worker with the Use worker setting, this method is still +available on the DOM. However it instead returns a Promise resolving to the return value, and +asynchronously calls the function by posting a message to the Web Worker. In an async +function, await c3_callFunction(...) will always work. + +Page 273 of 1113 + + Construct 3 Official Manual + +CUSTOM ACTIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/custom-actions + +Custom actions are special kinds of event blocks that can be called from an action in an +associated object type or family. They work similarly to functions, so it is useful to understand +how functions work first before reading about custom actions. +Using custom actions can help you organize event sheets and avoid having to duplicate groups +of actions or events. Custom actions also have more advanced uses when added to families, +allowing for members of the family to override or extend a family custom action. + +Adding custom actions +In the event sheet, custom actions are created by adding a special kind of event block. To create +one, use the Add custom action menu option instead of Add event. + +When you select this the Add custom action dialog will appear for you to fill in details about the +custom action. Once created, the custom action appears in the event sheet similar to a normal +event, but with a special icon and descriptive text at the top. This is referred to as the custom +action block. + +You can add conditions, actions and sub-events to custom action blocks, just like you can with +normal events. However custom actions do not run unless you run them as an action in its +associated object type or family. Once you've added a custom action block to your project, it will +appear in the Add action dialog alongside all the other object type or family's usual actions. + +Page 274 of 1113 + + Construct 3 Official Manual + +Choosing the custom action from the Add action dialog adds an action that calls (runs) the +associated custom action block. + +Running the custom action action will run the corresponding custom action block, including +testing its conditions, running actions, and running any sub-events, and then return to the +original action and continue from where it left off. +Custom actions are global. This means you can use custom actions anywhere in your event +sheets, even if the corresponding custom action block is in a different event sheet that is not +included in the event sheet you call it from. + +Parameters +Much like functions, custom actions can also use parameters. Since these work the same as +with functions, refer to the section on Parameters in the Functions manual entry for more details. + +Picking +When running a custom action, the custom action block is run with the same instances picked +as the calling event block. For example this means running a custom action in a On object +clicked trigger will run the custom action block with just the clicked instance picked. This means +custom actions automatically alter just the picked instances, much like normal actions. However +when the custom action block finishes running, any changes to the picked instances it made are +discarded, so it does not affect the running of the original event that called it. +The Copy all picked setting of the custom action block can alter how this works. Normally only +instances of the custom action block's object are automatically picked. However if Copy all +picked is checked, the custom action block will inherit all picked instances from the calling event + +Page 275 of 1113 + + Construct 3 Official Manual + +block - including other object types and families. This makes it work similarly to a function with +Copy picked enabled. + +Asynchronous custom actions +Much like functions, custom actions can also be made asynchronous, so they can be used with +the system Wait for previous actions to complete action. Since this feature works the same as +with functions, refer to the section on Asynchronous functions in the Functions manual entry for +more details. + +Family custom actions +A custom action can be created for a family. This allows some more advanced uses of custom +actions. +Much like with inheriting family instance variables, behaviors and effects, family custom actions +can also be used as actions for every object type in the family. This allows every member of the +family to share the same custom action. + +Overrides +When a family has a custom action, it's still possible to create a custom action with the same +name for a specific object type in that family. In that case, the object type's custom action +overrides the family custom action. +For example suppose there are three sprite object types named Piggy, Octopus and Monkey in a +family named Animals, and there is a custom action named PlayAnimation for the family +Animals. A custom action named PlayAnimation can also be added for Monkey. Then when +running the family custom action PlayAnimation, the family custom action block will run for +Piggy and Octopus instances, but the Monkey custom action block will run instead for Monkey +instances. + +This allows specific object types in the family to override what a custom action will do for +instances of that object type. + +Choosing overrides +Consider the previous example with the Monkey object type having an override for the family +custom action PlayAnimation. In this case, the action list for Monkey includes both actions, +Page 276 of 1113 + + Construct 3 Official Manual + +listing PlayAnimation (Monkey) and PlayAnimation (Animals). + +This allows choosing which custom action is run: the Monkey variant will run the override +custom action for Monkey, and the Animals variant will run the original family custom action +ignoring the override. This allows you to explicitly choose whether to run the override or the +original family custom action for the Monkey object type. + +Extending a family custom action +By default, an override custom action will entirely replace the family custom action. However it's +also possible to make it extend what the family custom does. This can be done by using the +ability to choose overrides to add an action to the override custom action block that calls the +original family custom action block. (In programming languages, this is sometimes referred to +as a "super" call.) +Continuing the previous example, the Monkey custom action block can add a Monkey action to +run PlayAnimation (Animals), which is the original family custom action. + +Therefore when running the Monkey custom action override, it will first do the original family +custom action, and then do its own actions after that. This allows extending what the family +custom action does to do additional things for specific members of the family, rather than +completely replacing the custom action. +Be sure to get the right action in this case. If you accidentally call the Monkey custom action +again from the custom action block, it will create an infinite loop of calling the custom action +repeatedly. To run the family custom action, be sure to add an action for the same object +type as the custom action block, and then choose the family variant of the custom action. + +Page 277 of 1113 + + Construct 3 Official Manual + +BREAKPOINTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/events/breakpoints + +Paid plans only Breakpoints are an advanced feature that allow you to pause execution of the +event sheet on a specific event, condition or action when running in the debugger. This can be a +significant aid to debugging, since the full capabilities of the debugger can be used while +stepping through events, conditions and actions one-by-one. + +Setting a breakpoint +Breakpoints can be toggled on and off for the selected event block, condition or action by rightclicking them and selecting Toggle breakpoint or pressing the F3 keyboard shortcut. Breakpoints +can also be toggled while debugging. +When a breakpoint is set on an event, condition or action, a breakpoint icon appears beside it. + +Pausing on a breakpoint +When running the debugger, the project will automatically pause just before it runs an event, +condition or action with a breakpoint. +For events, this means it pauses just before it tests the first condition. This means a top-level +event with a breakpoint will pause every tick, since the event engine reaches it every tick to test +its conditions. It is usually more useful to place event breakpoints on sub-events, since they will +only pause when the parent events have been run. When paused on a breakpoint, the event has a +dashed outline and the icon changes to an arrow. + +For conditions, this means it pauses just before it tests the condition. Since the condition has +not yet been tested, the debugger does not know whether the condition will return true or false; +you must resume execution to be able to tell. Note that Construct bails out of events early if any + +Page 278 of 1113 + + Construct 3 Official Manual + +condition is false. This means a breakpoint on the second condition won't pause the project if +the first condition is false, since Construct will immediately skip to checking the next event. +When paused on a condition, it is also indicated with a dashed outline, an arrow and also a +changed background color. + +For actions, this means it pauses just before the action runs. Placing a breakpoint on the first +action in an event is often more useful than placing a breakpoint on the event itself, since it will +only pause when all the conditions have been met and before any actions have run, as opposed +to just before it starts checking any conditions. When paused on an action, it is indicated +similarly to a condition. + +Continuing execution +When paused on a breakpoint, the debugger can be used as normal to inspect or edit values. +However the Pause and Step buttons change in to Continue and Next. +Pressing Continue resumes until the next breakpoint is hit. Remember you can still toggle other +breakpoints while paused on a breakpoint. +Pressing Next will step to the next event, condition or action in sequence in the event sheet. +Alternatively, press F10 with the browser window focused. This is useful for stepping through an +event action-by-action and watching what happens in the debugger's inspector. + +Limitations +Unfortunately due to the architecture of the Construct engine, breakpoints cannot be placed +inside some (but not all) triggered events. When not supported, this also means breakpoints +cannot be anywhere inside sub-events to the triggered event. + +Using breakpoints +Breakpoints can be incredibly useful to learn more about how your own events work and to help +track down problems. They may take some getting used to in order to get the most out of them, +but once familiar they can be indispensable. + +Page 279 of 1113 + + Construct 3 Official Manual + +It is especially useful to have a multi-monitor setup when using breakpoints, or with the +debugger in general. This allows you to have Construct showing which event it has reached on +one screen, and the project running on another screen. + +Page 280 of 1113 + + Construct 3 Official Manual + +TIMELINES +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/timelines + +There are several different elements that make up a timeline. When any of them are selected in +the Timeline Bar, their properties will be shown in the Properties Bar. Some of the properties only +affect the timeline element that owns them, but there are others that also affect other elements +below them in the hierarchy. +The hierarchy is as follows: +Timelines contain Track Folders, Tracks, Value Tracks, Timelines and Timeline Folders +Timeline Folders contain Timelines and Timeline Folders +Track Folders contain Track Folders, Tracks and Value Tracks +Tracks contain Property Track Folders, Property Tracks and Master Keyframes +Value Tracks contain a single Property Track and Master Keyframes +Property Track Folders contain Property Track Folders and Property Tracks +Property Tracks contain Property Keyframes +Master Keyframes contain Property Keyframes (which share a parent Track and position in +the timeline) +Property Keyframes are always the last elements in the hierarchy and don't contain anything +In the specific case of the Ease and Path mode properties, master keyframes takes +precedence over the corresponding property track. +It is useful to remember that structure when making changes to the following properties of a +timeline element: +Animation mode +Result mode +Ease +Path mode +Enabled +Visible +Locked +Show UI Elements +Page 281 of 1113 + + Construct 3 Official Manual + +Explicit property changes +Making a change to Enabled, Visible, Locked or Show UI Elements properties will trigger +changes down the element's hierarchy, explicitly modifying all children. + +Inherited property changes +Animation mode, Result mode, Ease and Path mode properties follow an inheritance pattern. +This means that the special "Default" value means to use the value defined by the element +immediately above it in the hierarchy. +In the case of Animation mode and Result mode the value "Default" can be used at the timeline +level but since it is the top most element in the hierarchy it has a different meaning. If the special +"Default" value is used at the timeline level and all previous elements in the hierarchy were using +the "Default" value as well, it means to use the inherent value associated with the type of each +property track. The inherent values for each type are described in the tables below. + +Animation mode inherent values +Property type value +Numeric +Continuous +Color +Continuous +Text +Keyframe +Boolean +Keyframe + +Result mode inherent values +Property type Value +Numeric +Relative +Color +Absolute +Text +Absolute +Boolean +Absolute + +Common Timeline Element Properties +Animation mode: used by property tracks and refers to the method used to interpolate +between property keyframes. It can have the following values. +Default: use the value defined by the element immediately above it in the hierarchy. +Continuous: a smooth transition between values using an easing function. Only numeric +and color properties can use this mode. +Keyframe: This mode will not do a smooth transition - instead it will change the +properties of the instances as the play head of the timeline reaches each property +keyframe. +Step: a smooth transition, but it only shows values that fall in the step defined by the +Step property of the timeline. +Result mode: how the values in each property keyframe in a property track are interpreted +when playing. Numeric values default to Relative mode, while text, boolean and color values +default to using Absolute mode. + +Page 282 of 1113 + + Construct 3 Official Manual + +Default: use the value defined by the element immediately above it in the hierarchy. +Relative: the timeline assigns values relative to the initial values each instance had, +before the timeline started playing. +Absolute: the timeline assigns absolute values, and will not be affected by the initial +state before the timeline started playing. In this mode the timeline overrides all other +behaviors that might be affecting an instance. +Ease: the function used to transition between each pair of property keyframes in a property +track. There are several built in functions to choose from. Custom ease curves can also be +designed in the Ease editor. The special "Default" value uses the value defined by the +element immediately above it in the hierarchy. +Ease editor: A link to open the Ease editor with the ease selected in the Ease property. +Doing this it is possible to edit not only a custom ease, but also a built in ease. +Path mode: only relevant for the X and Y properties. Sets how to transition between property +keyframe pairs. +Default: use the value defined by the element immediately above it in the hierarchy. +Line: interpolate between the starting and ending position of each property keyframe pair +to form a straight line. +Cubic Bezier: This mode will enable a few additional controls in the Layout View to allow +for transitions following a curved path. +Visible: used by tracks to toggle the visibility of the corresponding instance. This setting only +takes effect while Edit Mode is turned on. It is only relevant for the editor and will not affect +the timeline at runtime. +Enabled: used by property keyframes. A disabled property keyframe is not taken into +consideration when playing a timeline. +Locked: A locked timeline element and its children cannot be modified through the Timeline +Bar or Properties Bar. It is only relevant for the editor and will not affect the timeline at +runtime. +Show UI Elements: changing this property will turn off the UI elements shown in the layout +associated with the affected instances. It is only relevant for the editor and will not affect the +timeline at runtime. + +Page 283 of 1113 + + Construct 3 Official Manual + +TIMELINE +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/timeline + +A timeline can gradually change values of an instance over time to produce an animation. It +allows for the co-ordination of complex transitions of many different instances at the same time. +Although the most basic usage is to change the X and Y properties of an instance to produce +movement, a timeline can be configured to affect almost every property that can be part of an +instance. This includes all the common instance properties, instance variables, effect +parameters, behavior properties and plugin properties. Not all properties are supported by +timelines as some of them don't make sense, such as any property that is only used on start up. +Timelines can modify boolean and text properties, but since these can not be interpolated like +numbers or colors to achieve a smooth transition, they just change as the timeline's play head +reaches their property keyframes. + +Adding Timelines +With the Timeline Bar open, create a timeline using any of the following methods: +Right-click the Timelines folder in the Project Bar and select Add timeline +Right-click a space in the Layout View and select Timeline►Add timeline (when the Timeline +Bar is open) + +Nesting Timelines +With the Timeline Bar open and more than one timeline added to the project, use one of the +following methods: +Use the Timeline►Add timelines option from the Timeline Bar + split button. +Right-click any empty space in the Timeline Bar and use the context menu option +Timeline►Add timelines. +Drag the timeline you want to nest from the Project Bar into the Timeline Bar. + +Timeline Properties +Name + +The name of the timeline. It is a unique identifier and is used to refer to the timeline from an +event sheet. +Animation mode + +Page 284 of 1113 + + Construct 3 Official Manual + +Result mode +Ease +Path mode + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. +Time + +The current time of the main time marker. This only affects the editor. +Total time + +The total time for the timeline to be completed. +Raw Step + +The increments the current time marker can take in the editor. +When using the Step animation mode, this value will be used at runtime to produce the +correct increments while playing the timeline. When Steps per second property is changed, +this property is updated automatically. +Steps per second + +This property is connected to the Raw step property, it is used to generate the correct Raw +step value in a more intuitive way. When Raw step is changed, this property is updated +automatically. +Show UI elements + +See the section on common timeline element properties in Timelines. Changing this property +will apply the change to every sub-element. +Use Step + +Use this property to avoid using the step value in the editor. If disabled, scrubbing to preview +the timeline in the editor will be completely smooth. +Resize mode + +Choose between Width & Height and Scale X & Scale Y. This tells the editor which pair of +property tracks need to be created when creating keyframes after making size changes in +the Layout View. +Loop + +Page 285 of 1113 + + Construct 3 Official Manual + +When the timeline finishes, continuously repeat it from the start again. When the timeline is +nested this value is ignored and instead the value of the top most parent timeline is used. +Ping pong + +When the timeline finishes, reverse the direction of playback, so it plays alternately forwards +and in reverse. When the timeline is nested this value is ignored and instead the value of the +top most parent timeline is used. +Repeat count + +The number of times to repeat the timeline animation when not looping indefinitely. When +the timeline is nested this value is ignored and instead the value of the top most parent +timeline is used. +Start on layout + +This is a dropdown that gives the option to choose at the start of which layout the timeline +should start playing automatically. This property serves as a shortcut for the simple use +case of just starting playback of a timeline at the beginning of a layout, without any further +manipulation. +Transform + +Whether a timeline's position keyframes should be transformed by changes produced by +ancestors in it's own hierarchy, or not. Enabled by default. +Use system timescale + +Whether a timeline will be affected by the system timescale or not. When disabled a timeline +will continue producing changes regardless of the current system timescale. + +Page 286 of 1113 + + Construct 3 Official Manual + +TIMELINE TRACK +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/track + +In the Timeline Bar, a track is represented as a row with an icon of the corresponding instance. +Tracks can be moved to and from track folders or the root of the timeline by dragging and +dropping. A timeline can have many different tracks in its hierarchy, one for each instance added +to it. + +Adding Tracks +To add a track to a timeline follow any of these methods: +Use the + button in the Timeline Bar toolbar to bring up a dialog from which to choose +instances to add to the timeline. +Drag & drop instances from the Layout View into the bar. +Right-click some instances in the Layout View and select Timeline►Add to timeline. +Right-click some Timeline Bar empty space and select Track►Add instances. + +Track Properties +Name + +The name of the track. This can not be changed and is automatically generated from the +object name and the instance UID. +Animation mode +Result mode +Ease +Path mode + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. +Visible +Enabled +Locked +Show UI Elements + +Page 287 of 1113 + + Construct 3 Official Manual + +See the section on common timeline element properties in Timelines. Changing these at the +track level will apply the change to every sub-element. +Track ID + +An optional identifier to be used in tandem with the Set Instance action. See the Timeline +plugin section of the manual for more details. + +Page 288 of 1113 + + Construct 3 Official Manual + +VALUE TRACK +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/track/value-track + +A value track is a special kind of track which is not tied to any instance. +Because they are not tied to any instance the value they interpolate doesn't immediately affect +anything, instead it needs to be queried at runtime using the Timeline plugin before it can be +used. +They are a little bit harder to use, but offer great flexibility in what they can be used for. +Value tracks can only have a single properly track and a timeline can have as many as needed. + +Adding Value Tracks +To add a value track to a timeline follow any of these methods: +Use the split button of the + button in the Timeline Bar toolbar and choose the option +Track►Add value. +Right-click some Timeline Bar empty space and select Track►Add value. + +Value Track Properties +Name + +Must be unique in the timeline. Can be used to query the value of the track at runtime. +Animation mode +Ease + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. +Enabled +Locked + +See the section on common timeline element properties in Timelines. Changing these at the +track level will apply the change to every sub-element. +Track ID + +An optional identifier to query the value of the track at runtime. + +Page 289 of 1113 + + Construct 3 Official Manual + +AUDIO TRACK +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/track/audio-track + +An audio track is a special kind of track which can be used to trigger audio playback from a +timeline. +Audio tracks can have two types of property tracks, the main audio source one and another one +to control it's volume. A timeline can have as many as needed. +While the audio playback is connected to the corresponding timeline, it is not exclusively +controlled by it. If a value is provided in the Tag property of the audio source property track, then +the Audio plugin can be used to further control playback. + +Adding Audio Tracks +To add an audio track to a timeline follow any of these methods: +Use the split button of the + button in the Timeline Bar toolbar and choose the option +Track►Audio audio. +Right-click some Timeline Bar empty space and select Track►Add audio. +Drag & Drop from either from the Sound or Music folders in the Project bar into the Timeline +bar. +The audio track itself doesn't have much functionality in on itself, instead it is the audio source +property track, which holds the more specific properties. Look into that for more details. + +Audio Track Properties +Name + +Must be unique in the timeline. +Animation mode +Result mode +Ease + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. + +These properties only affect the corresponding volume property track of an audio track. + +Page 290 of 1113 + + Construct 3 Official Manual + +Enabled +Locked + +See the section on common timeline element properties in Timelines. Changing these at the +track level will apply the change to every sub-element. +Track ID + +Audio tracks don't use this property. + +Page 291 of 1113 + + Construct 3 Official Manual + +TIMELINE PROPERTY TRACK +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/property-track + +In the Timeline Bar, property tracks are represented as a row with an icon of the corresponding +property being affected by the track they belong to. +A property track represents the property of an instance that can be interpolated and is nested +inside a parent track. Property tracks can refer to common instance properties, instance +variables, effect parameters, behavior properties and plugin properties. +A track can have many property tracks in its hierarchy, one for each property of the instance the +timeline will be affecting. A property track can exist at the root of a track or nested inside +property track folders. They can be moved to and from property track folders or the root of the +parent track by dragging and dropping. They can not be moved outside of their parent track. + +Adding Property Tracks +Property tracks are added automatically when: +A new track is added to a timeline. +A keyframe for a new property is added. +To add an empty property track, right-click a track or property track folder and select Add +properties. + +Property Track Properties +Name + +The name of the property track. This can not be changed it takes the same name as the +property being modified. +Animation mode +Result mode +Ease +Path mode + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. +Visible +Enabled + +Page 292 of 1113 + + Construct 3 Official Manual +Enabled +Locked + +See the section on common timeline element properties in Timelines. Changing these at the +property track level will apply the change to every sub-element. + +Page 293 of 1113 + + Construct 3 Official Manual + +AUDIO SOURCE +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/property-track/audio-source + +The audio source property track is unique to the audio track and has a few unique properties to it +that are not present in any other type of property track. + +Audio Source Property Track Properties +Name + +The name of the property track. This can not be changed it takes the same name as the +property being modified. +Start offset + +The starting time in the timeline +Audio duration + +The total duration of the audio source, this property can not be modified +Tag + +An optional tag to be able to control the corresponding audio object by using the Audio +plugin +Enabled +Locked + +See the section on common timeline element properties in Timelines. Changing these at the +property track level will apply the change to every sub-element. + +Page 294 of 1113 + + Construct 3 Official Manual + +TIMELINE MASTER KEYFRAME +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/master-keyframe + +In the Timeline Bar, a master keyframe is represented by marks in the same row as the track they +belong to. +A track can have many different master keyframes, one for each position in the timeline with +values that must be reached when animating. By themselves master keyframes only mark a time +- the values used for interpolation are kept by the property keyframes. +The main role of master keyframes is to serve as a control to modify all related property +keyframes at the same time. Any changes made to a master keyframe will be applied to all +corresponding property keyframes, including Enabled, Time, Ease and Path mode changes as +well as deleting. + +Adding Master Keyframes +To add master keyframes, follow these steps: +Turn on Edit mode by pressing the Edit button in the Timeline Bar toolbar. +Move the current time marker to the position in the timeline where you want to create +keyframes. This can be done by either clicking on the time ruler or by dragging the red line. +Make changes to the instances you want to animate. +Use the S keyboard shortcut or right-click in the Layout View and select Timeline►Set +keyframes. + +Master Keyframe Properties +Index + +The index of the master keyframe in its track. It can not be changed. This value is updated if +the keyframe's position in the timeline changes. +Time + +The position of the master keyframe in the timeline. This can be updated from the Properties +Bar or by dragging the keyframe in the Timeline Bar. Either change will update all property +keyframes under the master. +Ease +Path mode + +Page 295 of 1113 + + Construct 3 Official Manual + +Enabled + +See the section on common timeline element properties in Timelines. Ease and Path mode +follow an inheritance pattern while changing Enabled at the master keyframe level will apply +the change to every associated property keyframe. + +The Ease and Path mode values of master keyframes take precedence over the +corresponding property track. This is an exception on the inheritance pattern these +properties follow. + +Tags + +A space separated list of identifiers that can be used with a set of Timeline plugin conditions, +to identify when a master keyframe has been reached while a timeline is playing. + +Page 296 of 1113 + + Construct 3 Official Manual + +TIMELINE PROPERTY KEYFRAME +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/property-keyframe + +Property Keyframe +In the Timeline Bar, property keyframes are represented by a mark in the same row as the +property track they belong to. +Property keyframes hold the values the timeline uses when it is playing. They are at the end of +the timeline hierarchy so any changes made at this level will only affect the property keyframe +itself. +A property track can have many different property keyframes, one for each position in the +timeline with values that must be reached when animating. Unlike master keyframes, property +keyframes cannot be moved and must have a parent master keyframe. If a property keyframe's +time is changed by either dragging it or changing the value in the Properties Bar, a new master +keyframe will be created at the new position along with new property keyframes to go with it. + +Adding Property Keyframes +Property keyframes can be created following the same method to create master keyframes, +since property keyframes will be created for each property track at a given position in the +timeline. +To create property keyframes for specific property tracks, follow these steps: +Turn on Edit mode by pressing the Edit button in the Timeline Bar toolbar. +Move the current time marker to the position in the timeline where you want to create +property keyframes. This can be done by either clicking on the time ruler or by dragging the +red line. +Make changes to the instances you want to animate. +Right-click on the property track you wish to add a property keyframe to and select Set +keyframes. +If multiple property tracks are selected when using the Set keyframes option, property +keyframes will be created for all of them. +Either method will always create a master keyframe along with the property keyframes. + +Property Keyframe Properties +Index + +Page 297 of 1113 + + Construct 3 Official Manual + +The index of the property keyframe in its property track. It can not be changed. This value is +updated if the keyframe's position in the timeline changes. +Name + +The name of the property track this property keyframe belongs to. This cannot be changed +since it takes the same name as the property being modified. +Value + +The value the property keyframe holds. This can be either numeric, text, boolean or color. +Depending on the result mode in use this will be Relative or Absolute. +Time + +The position of the property keyframe in the timeline. Since property keyframes cannot really +be moved, changing this value will create a new master keyframe at the new position with +new property keyframes to go with it. This can be updated from the Properties Bar or by +dragging the keyframe in the Timeline Bar. +Enabled +Result mode +Ease +Path mode + +See the section on common timeline element properties in Timelines. + +Unique properties to angle values +Direction + +Allows you to choose which direction the angle will take to arrive at it's final value. By default +Construct will attempt to take the shortest path but it can be forced to rotate clockwise or +anti-clockwise by changing this property. +Revolutions + +The amount of additional 360 degree turns the angle should take before arriving at it's final +value. + +Page 298 of 1113 + + Construct 3 Official Manual + +TIMELINE TRACK FOLDER +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/track-folder + +In the Timeline Bar, track folders are represented as a row with an icon of a folder. +These are used to organize elements in a timeline, and don't have any impact in the playback. A +track folder can have nested tracks as well as other track folders. They can be moved to and +from track folders or the root of the timeline by dragging and dropping. +It is worth noting that the only specific property of a track folder is the Name. Every other +property in it doesn't have a direct impact on the folder itself and exists only as a convenience to +make modifications in all of the items within it. + +Adding Track Folders +Track folders can be added to the root of a timeline by doing any of the following: +Right-clicking any section of the bar which doesn't correspond to any other element of a +timeline and selecting Track►Add subfolder. +Using the split menu of the Timeline Bar + toolbar button, and selecting Track►Add +subfolder. +A track folder can be created directly as a subfolder by right-clicking another track folder. + +Track Folder Properties +Name + +The name of the track folder. +Animation mode +Result mode +Ease +Path mode + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. +Visible +Enabled +Locked + +Page 299 of 1113 + + Construct 3 Official Manual + +Show UI Elements + +See the section on common timeline element properties in Timelines. Changing these at the +track folder level will apply the change to every sub-element. + +Page 300 of 1113 + + Construct 3 Official Manual + +TIMELINE PROPERTY TRACK +FOLDER +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/property-track-folder + +In the Timeline Bar, property track folders are represented as a row with an icon of a folder. +These are used to organize elements in a track, and don't have any impact in the playback of the +timeline. A property track folder can have nested property tracks as well as other property track +folders. They can be moved to and from property track folders or the root of the corresponding +track by dragging and dropping. Property track folders can not be moved outside their +corresponding track. +When adding effect parameters or behavior properties to a timeline, the created property tracks +will be placed inside a special property track folder which is automatically given the name of the +effect or behavior. The folder can not be renamed and only accepts property tracks which refer +to the same effect or behavior. +It is worth noting that the only specific property of a property track folder is the Name. Every +other property in it doesn't have a direct impact on the folder itself and exists only as a +convenience to make modifications in all of the items within it. + +Adding Property Track Folders +Property track folders can be added to the root of a track by right-clicking a track and selecting +Add subfolder. They can also be created as sub folders by right-clicking another property track +folder. + +Property Track Folder Properties +Name + +The name of the property track folder. +Animation mode +Result mode +Ease +Path mode + +See the section on common timeline element properties in Timelines. These properties +follow an inheritance pattern. + +Page 301 of 1113 + + Construct 3 Official Manual + +Enabled +Locked + +See the section on common timeline element properties in Timelines. Changing these at the +property track folder level will apply the change to every sub-element. + +Page 302 of 1113 + + Construct 3 Official Manual + +TIMELINE FOLDER +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/timelines/timeline-folder + +In the Timeline Bar, timeline folders are represented as a row with an icon of a folder. +These are used to organise nested timelines in a parent timeline and don't have any impact in +the playback. A timeline folder can have nested timelines as well as other timeline folders. They +can be moved to and from timeline folders or the root of the timeline by dragging and dropping. +It is worth noting that the only specific property of a timeline folder is the Name. Every other +property in it doesn't have a direct impact on the folder itself and exists only as a convenience to +make modifications in all of the items within it. + +Adding Timeline Folders +Timeline folders can be added to the root of a timeline by doing any of the following: +Right-clicking any section of the bar which doesn't correspond to any other element of a +timeline and selecting Timeline►Add subfolder. +Using the split menu of the Timeline Bar + toolbar button, and selecting Timeline►Add +subfolder. +A timeline folder can be created as a sub folder by right-clicking another timeline folder. + +Timeline Folder Properties +Name + +The name of the timeline folder. +Visible +Enabled +Locked +Show UI Elements + +See the section on common timeline element properties in Timelines. Changing these at the +timeline folder level will apply the change to every sub-element. + +Page 303 of 1113 + + Construct 3 Official Manual + +FLOWCHARTS +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/flowcharts + +Flowcharts allow you to arrange information in a tree like structure and establish logical +connections between each node in the tree. Additionally each node can hold an arbitrary amount +of information in the form of outputs. +In the editor flowcharts are edited using the Flowchart View. +At runtime the Flowchart Controller plugin is used to query the current node of a flowchart for +information, to navigate to different nodes and to react to changes in the state of the flowchart +and have the application respond accordingly (e.g. moving from one node to the next one). +Flowcharts themselves don't have any means to perform logic. Since event sheets are +already very good at managing logic, flowcharts are primarily meant as a tool to represent a +tree structure in a way which makes it easier to understand the relationship between the +nodes. + +Page 304 of 1113 + + Construct 3 Official Manual + +FLOWCHART +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/flowcharts/flowchart + +The flowchart itself does not have a lot of information - in fact it only has a name which is used +at runtime by the Flowchart Controller to create instances of flowcharts defined in the editor. +Usually it is the nodes inside a flowchart that are of the main interest. + +Adding flowcharts +Right-click the flowcharts folder in the Project Bar and select the Add flowchart option. +To edit a flowchart, double click on it in the Project Bar or right-click on it and select the Open +option from the context menu. Doing any of those things will bring up the Flowchart View. + +Flowchart properties +Name + +The name of the flowchart. Used at runtime to create an instance of a flowchart that the +Flowchart Controller can manipulate. + +Page 305 of 1113 + + Construct 3 Official Manual + +NODE +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/flowcharts/flowchart-node + +The node is the main component of a flowchart. It represents a state the flowchart can get into +and can hold arbitrary data in the form of outputs, similar to having a small amount of Dictionary +data in each node. +The information a node holds can be queried at runtime using the Flowchart Controller plugin. + +Creating nodes +To create a node in a flowchart, open a Flowchart View for it from the Project Bar and then rightclick in any empty space of the Flowchart View and select the Add option from the context +menu. Doing that will create a node at the position of the pointer. +For more information on further editing of nodes, see the Flowchart View section of the manual. + +Node properties +Tags + +A string used to identify a node at runtime. Multiple different tags can be assigned by +separating them with a space. The Flowchart Controller plugin has several actions, +conditions and expressions that can be used with one or multiple tags to target specific +nodes. +Start node + +A boolean property specifying the first node a flowchart will be in once it is instantiated at +runtime. +Enable + +A boolean property indicating if the node is enabled or not. A disabled node is ignored at +runtime and the flowchart state will not go past it. A disabled node can be bypassed at +runtime if it has a default output set. +Caption + +An editor-only property. This is an optional name that can be given to a node to help +distinguish it from others. +Color + +Page 306 of 1113 + + Construct 3 Official Manual + +An editor-only property. This is an optional color that will be applied to the border of the +node. +Preset + +An editor-only property. Indicates if the node is a preset or not. Preset nodes can be used as +a base to create new nodes. +Outputs + +A list of the outputs each node has. +Parent Index + +In the case a node is connected to multiple parent nodes, this property appears and displays +an index that can be given to each parent. Used by some actions and expressions in the case +a node has more than one parent. + +Page 307 of 1113 + + Construct 3 Official Manual + +OUTPUT +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/flowcharts/flowchart-node-output + +Nodes can have an arbitrary amount of outputs, which have a name, an associated value, and +can be linked to the input of another node. + +Editing outputs +For a more complete overview on the editing tools available, look at the Flowchart View section +of the manual. + +Output Properties +Index + +The index of an output is a read-only property and can be used by the Flowchart Controller to +query information about an output or to move to the next connected node. +Name + +A string of a name for the output. This can be used by the Flowchart Controller plugin to get +the associated value or to move the state of the flowchart to the next connected node. +Value + +A string which can hold an arbitrary value with no specific purpose, to be accessed via event +sheets. +Enable + +A boolean property indicating if the output is enabled or not. A disabled output is ignored at +runtime, it can not be followed and it's information can not be queried. It is not considered +when using the for loop condition to iterate the outputs of a node. +Default + +A boolean property indicating if the output is the default one or not. Default outputs can be +targeted by the Flowchart Controller ACEs. If a node doesn't have any explicit default output, +the corresponding ACEs don't do anything. This setting can also be used together with +disabled nodes to bypass them at runtime. When the runtime encounters a disabled node +with a default output it will attempt to follow all bypasses until it can land in an enabled node. + +Page 308 of 1113 + + Construct 3 Official Manual + +Color + +An editor only property to help better identify links between nodes when there are many of +them. +Link mode + +An editor only property to choose how to draw the link between nodes. Can either be a +straight line or use path finding to avoid overlapping nodes. Using path finding can be useful +when a link ends up going over other nodes. + +Page 309 of 1113 + + Construct 3 Official Manual + +REFERENCE NODE +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/flowcharts/reference-node + +The reference node is a secondary type of node that can be added to a flowchart. +Unlike regular nodes, which represent a state and can have information, these are placeholders +for other flowcharts. When the flow reaches one, a new instance of the corresponding flowchart +is created and control is transferred to it. +This type of nodes are meant to help splitting up flowcharts in case they become too large or if +it's necessary for unique portions of a larger flowchart to be available individually. + +Creating reference nodes +To create a reference node in a flowchart, open a Flowchart View for it from the Project Bar and +then right-click in any empty space of the Flowchart View and select the Add reference node +option from the context menu. Doing that will create a node at the position of the pointer. +For more information on further editing of nodes, see the Flowchart View section of the manual. + +Node properties +Tags + +A string used to identify a node at runtime. Multiple different tags can be assigned by +separating them with a space. The Flowchart Controller plugin has several actions, +conditions and expressions that can be used with one or multiple tags to target specific +nodes. +Enable + +A boolean property indicating if the reference node is enabled or not. A disabled node is +ignored at runtime and the flowchart state will not go past it. +Reference flowchart + +The flowchart that should be created upon reaching this node. +Reference start node + +The tags of the node that should visited in the referenced flowchart. The first node found +that matches all passed tags will be used as the starting position of the flowchart. If left +empty the default start node set in the editor is used. + +Page 310 of 1113 + + Construct 3 Official Manual + +Runtime tag + +The tag given to the referenced flowchart at runtime to be able to identify it. This is +analogous to the tag a flowchart can be given when it is instantiated through the Flowchart +Controller's Start flowchart action. If left empty a unique tag is assigned. +Caption + +An editor-only property. This is an optional name that can be given to a reference node to +help distinguish it from others. +Color + +An editor-only property. This is an optional color that will be applied to the border of the +node. +Parent Index + +In the case a node is connected to multiple parent nodes, this property appears and displays +an index that can be given to each parent. Used by some actions and expressions in the case +a node has more than one parent. + +Page 311 of 1113 + + Construct 3 Official Manual + +COMMENT NODE +View online: https://www.construct.net/en/make-games/manuals/construct-3/projectprimitives/flowcharts/comment-node + +The comment node is a secondary type of node that can be added to a flowchart. +Unlike regular nodes, which represent a state and can have information, these are meant to be +used exclusively as notes to describe what is going on in a certain part of a flowchart and have +no impact at runtime. + +Creating comment nodes +To create a comment node in a flowchart, open a Flowchart View for it from the Project Bar and +then right-click in any empty space of the Flowchart View and select the Add comment node +option from the context menu. Doing that will create a node at the position of the pointer. +For more information on further editing of nodes, see the Flowchart View section of the manual. + +Main comment +The main body of the node is a text box that can be clicked on to write in it. +Comment nodes can overlap with other nodes and are always shown below nodes which +have a logical purpose in the flowchart. + +Node properties +Caption + +An editor-only property. This is an optional name that can be given to a reference node to +help distinguish it from others. +Color + +An editor-only property. This is an optional color that will be applied to the border of the +node. +Font + +An editor-only property. The font to use for the main comment. +Size + +Page 312 of 1113 + + Construct 3 Official Manual + +An editor-only property. The size of the font used in the main comment. +Bold + +An editor-only property. Formats the main comment text to be bold. +Italic + +An editor-only property. Formats the main comment text to be italic. +Font color + +An editor-only property. The color of the main comment text. + +Page 313 of 1113 + + Construct 3 Official Manual + +SOUNDS AND MUSIC +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/sounds-andmusic + +Sounds and Music in Construct are audio files. Any audio files the project uses will be exported +with the project. To ensure your audio can be played across a wide range of platforms, Construct +will encode them to WebM Opus when importing, if possible. It is recommended to import 16-bit +PCM WAV files to ensure they can be encoded without any unnecessary quality loss. +Imported audio files can be previewed by double-clicking them in the Project Bar. This will open +an audio player that you can use to listen to the audio file. +To import and play back audio in a project, follow these steps: +1 + +Import sounds by right-clicking the Sounds or Music folders in the Project Bar and selecting +Import sounds or Import music. + +2 + +Import audio via the Import Audio dialog. + +3 + +Add the Audio object to the project and add events to play back audio. + +For more information on audio support in Construct, see the Import Audio dialog. +Note that when publishing to the web, you must ensure your server has the correct MIME types +set up to ensure audio files can load correctly. If the server sends the wrong MIME types, audio +may not play in some browsers. + +Page 314 of 1113 + + Construct 3 Official Manual + +PROJECT FILES +View online: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/files + +Any external files can also be imported to your project via the Project Bar. This is useful for +including any other resources your project might need, such as videos, additional images, +JSON/XML/CSV/text data, HTML, CSS, documents, or other general files you might need in your +project. Often project files are requested in events with the AJAX object, allowing data files to be +read by the game. +Project files (excluding sounds and music) can be categorised in to folders for Videos, Fonts, +Icons (see Icons & splash) and Files (for anything that does not belong to one of the other +folders). Files can be imported by right-clicking one of the folders in the Project Bar and +selecting the Import option. Note importing files copies them to the project. + +Previewing files +Several kinds of files can be previewed simply by double-clicking their item in the Project Bar: +Like sounds and music, previewing a video file will play it in a video player. +Fonts preview in a dialog showing some sample text using the font. +SVG images are previewed in a resizable dialog that displays the image. +Other images than SVG can be opened in the Animations Editor for viewing and editing. This +is particularly useful with icon files. +Array, dictionary and text-based files can be viewed and edited in the Array editor, Dictionary +editor and Text editor respectively Paid plans only. +Other text-based files, like HTML and CSS files, can also be edited with a built-in text editor by +double-clicking them Paid plans only. + +Using Web Fonts +You can use any web font (.woff or .woff2) files imported to the Fonts folder in Text objects. For +more information see the section on Using web fonts in the Text object. + +Adding new files +Paid plans only When right-clicking the general-purpose Files folder, there is also a New +submenu which provides a range of common kinds of file that you might want to add to the +project. + +Page 315 of 1113 + + Construct 3 Official Manual + +Adding a new project file + +Adding an Array adds a JSON file in a format that can be loaded by the Array object, and opens +the Array editor. Adding a Dictionary adds a JSON file that can be loaded by the Dictionary +object, and opens the Dictionary editor. Each allows the data in the files to be edited in a visual +editor. The other files open a Text editor for editing the contents of the file. Once added, doubleclick the file in the Project Bar to re-open its editor. + +Adding HTML files +Paid plans only HTML files can be added to the project, and edited with a built-in text editor. This +is useful for writing long HTML content to be displayed in the HTML Element object. The content +can then be fetched using the AJAX object, and then set as the content of the HTML Element. +HTML project files can also have a Purpose set in the Properties Bar. This allows using them to +insert content in to the exported HTML file. If the file is used this way, it will no longer be +exported as an additional file. The possible purposes are: +(none): the HTML file will not be automatically used anywhere. It will be exported as an +additional file. +End of : the contents of the HTML file will be inserted just before in the +exported HTML. +Start of : the contents of the HTML file will be inserted just after in the +exported HTML. +End of : the contents of the HTML file will be inserted just before in the +exported HTML. + +Adding stylesheets +Paid plans only Stylesheets, using the CSS file extension (short for Cascading Style Sheet), can +be added to the project and edited with a built-in text editor. This is particularly useful for +customising the appearance of the HTML Element object. +Custom CSS files are also useful for customising the appearance of other HTML-based objects +like Button and Text Input. These objects have ID and Class properties which can be used to +Page 316 of 1113 + + Construct 3 Official Manual + +identify them so custom styles can be applied from stylesheets. +Construct sets a CSS variable named --construct-scale on the root html element of the +document, with a number representing the canvas scale as a multiplier. You can use this to +scale CSS properties to match the displayed canvas size. For example height: calc(var(-construct-scale) * 2em); sets a height size of 2em at 100% scale, but also adjusts the +height to follow Construct's fullscreen scaling. +CSS files have a Purpose property in the Properties Bar. The default is Stylesheet which means +Construct will use it as an additional stylesheet for your project. The purpose can also be set to +(none) in which case its styles will not automatically be applied, and the stylesheet will merely be +exported as an additional file on export. This may be useful if the stylesheet is needed for other +purposes, such as for the content of an iframe. + +MIME types +When publishing to the web, you must ensure the server hosting the project has the correct +MIME types set up for all the kinds of project file you use. Otherwise some project files may fail +to load, or could be loaded with corrupted data. + +Page 317 of 1113 + + Construct 3 Official Manual + +COMMON CONVENTIONS +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/commonconventions + +For consistency, Construct usually uses some common conventions in how values are used. +These are described below. + +Common units +In Construct, sometimes you need to enter values such as angles, speeds or sizes. For +consistency these always use the same units in Construct, except where noted by descriptions +or tips shown in the editor. The common units are described below. +Positions are in pixels. The origin (0,0) is at the top-left of the layout, and the Y axis +increments downwards (as is often the case with game engines). +Sizes are in pixels +Angles are in degrees. 0 degrees faces right and increments clockwise. +Times are in seconds +Speeds are in pixels per second +Accelerations are in pixels per second per second + +Zero-based indexing +To be consistent with programming languages, all features of Construct using a number of an +item in a list (indices) start from 0 instead of 1. This might seem odd at first and take some +getting used to, but in many cases it is actually much more convenient than 1-based indexing. +Traditionally lists are numbered 1, 2, 3... but in Construct (and all other programming languages) +they are numbered 0, 1, 2.... + +Ranges +Sometimes the documentation will refer to ranges of valid values. These are in square brackets +for an inclusive range, such as [0, 1] meaning any value between 0 and 1, including both 0 and 1. +For example valid values in this range are 0, 0.5, and 1. A round bracket indicates a non-inclusive +boundary of the range, such as [0, 1) meaning any value between 0 and 1, including 0 but not +including 1. For example valid values in this range are 0, 0.5 and 0.999, but not 1. + +Page 318 of 1113 + + Construct 3 Official Manual + +BEST PRACTICES +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/best-practices + +Back up regularly! +Neither the hardware nor software in your computer is perfect. Computers fail and software can +crash. Back up your projects to protect yourself from losing work. It is essential to also maintain +off-site backups. If all your backups are in the same computer or saved to disks all in the same +building, catastrophic events like fire, flood, theft, software/hardware failure, or cyber +attacks/related malware like ransomware, can all cause you to lose all your work and backups +together. +Cloud Save is a good way to save your work where it is safe in case of disaster. However it is +wise to keep secondary backups anyway, in case you lose access to your account, or the service +has an outage or even shuts down. Keeping additional backups is particularly important when +saving to local files or folders on your system. Construct can help you do this by automatically +making backups. See the Save & backup section of the Settings dialog. Check Periodically back +up active project, and choose the location and backup interval. For example you could set up an +automatic save to the same location as the project every 10 minutes, or select a local backup +folder (where supported by the browser) to save backups to. +Saving an extra copy to a local backup folder isn't a safe backup when using local file/folder +saves: it's just another copy on the same system, and any disaster that renders the system +inaccessible will cause you to lose both your work and its backups. It's best to use this +option if you're already using Cloud Save (so there's a secondary copy on your system), or if +the local folder is automatically copied to the cloud (such as a local Dropbox folder which +will automatically upload all files in the folder to your cloud account). +The advice to back up regularly is not specific to Construct. It is vital to adopt this practice for +any work on a computer which is important to you. Do not wait until you've lost work before +starting to do this. People lose work regularly from having poor backup practices. Don't be one of +them! + +Test on multiple platforms, browsers and devices +It is essential to test your project works as intended across a range of different systems. While +Construct exports are based on the HTML5 standard which in theory is implemented the same +on all platforms, in practice there are variations between browsers and devices (e.g. in +performance, features, text rendering, etc). You should install a range of browsers on every +device you have available and test with them all to ensure your project will work well for +everyone. Remote Preview Paid plans only can help with this, especially since you can get +anyone in the world to help test with their devices. You may also need to make test exports to +Page 319 of 1113 + + Construct 3 Official Manual + +check how your project works as published, since app containers like Cordova (for Android and +iOS) can have differences too. + +Support touchscreen devices +Many users browse the web with touchscreen devices. Where applicable, you should design your +project to also support touch input. Often you can simply use the Touch plugin instead of the +Mouse plugin. + +Avoid superseded features +Some features exist mainly for backwards compatibility reasons and should be avoided in new +projects in favor of newer features that essentially replace them. See Superseded features for a +list of such features to avoid. + +Recommended file formats +You may wish to prepare artwork and audio in other software before importing to Construct. +These are the formats we recommend. + +Images +Use 32-bit PNG (Portable Network Graphics) while preparing images. Be sure to select 32-bit if +you are given a choice; the 8-bit or lower versions may degrade quality. 32-bit PNGs are lossless +and fully support alpha-channel transparency. Note some images such as Microsoft Paint do not +support PNG transparency. Use may need to use a different editor instead, such as Paint.NET on +Windows. +You can choose different export formats like JPEG or WebP inside Construct to reduce the size +of your finished project. However when importing you should still stick to 32-bit PNGs if possible, +and leave Construct to recompress them when exporting. Construct does a lot of optimisation +on export for you. It is unlikely that any third party tools or services will be able to beat +Construct's existing lossless optimisations, unless they degrade the image quality. Remember +there is no point optimising images before importing them to Construct since it stores them in +projects as 32-bit PNGs with default compression settings; they are only optimised on export. + +Audio +Use 16-bit PCM WAV while preparing audio. These are typically .wav files, but note that not all +.wav files are 16-bit PCM. Importing a 16-bit PCM .wav file to Construct will automatically +encode it to WebM Opus. PCM WAV files are lossless, ensuring there is no quality degradation +while you prepare your audio files. Allowing Construct to perform the encoding ensures the +encoding is only done once (so there is no unnecessary degradation), and that the correct +format is used for support across a wide range of platforms. + +Fonts + +Page 320 of 1113 + + Construct 3 Official Manual + +Use fonts in WOFF (Web Open Font Format) format wherever possible. Fonts in other formats +such as TTF may or may not work depending on specific details of browser support and the +features used in the font file. WOFF was designed specifically for web browsers and so is the +best supported format for web-based technology such as Construct. + +Security +Never enter usernames or passwords in to events. These will be visible in plain text in exported +Javascript, and malicious users will very quickly be able to take control of the account. If you +need to connect to something like a database, write a server-side script that talks to the +database, then connect to the URL of the server. + +Performance +Many people worry about performance but just end up wasting their time. There is a specific +way that you ought to approach performance questions and issues - see the guide on +Performance Tips for more about that. + +Memory use +Sometimes people accidentally create projects that waste large amounts of memory due to not +understanding the way things like imags are handled in memory. See the guide on Memory +usage for more about that. + +Download size +It's a good idea to at least check your project's download size, and try to reduce the size of any +particularly large files. This can be important for platforms that impose a file size limit, or for +people who have slow connections. See the guide on Download size for more about that. + +Page 321 of 1113 + + Construct 3 Official Manual + +PERFORMANCE TIPS +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/performancetips + +This section covers some general performance tips. Many people unnecessarily waste time +when thinking about performance. This guide is aimed at a practical approach so you only +investigate performance where it matters. There's also some general advice on common +problems and pitfalls to avoid. + +Modern computers are fast +Many people underestimate just how powerful modern computers are. Modern hardware, +operating systems, browsers, and Construct itself, are all exceptionally fast and well-optimized. +Many projects will have excellent performance at the end even if you never put any effort in to +improving performance. That's a good thing - it means you can spend your precious time making +your project better rather than trying to figure out how to improve performance. Sometimes +people try to improve performance before there's even a problem, which usually means you are +just wasting your time. That includes questions like "which is faster, A or B?" - usually the answer +is "it doesn't matter at all and you're wasting your time". + +Regularly test on target devices +If you are previewing your project on a high-end gaming PC, it is likely to be able to handle highintensity content that would slow to a crawl on weaker devices. That might be OK for a PC game +intended for other gamers, but be too slow for content designed for typical consumer devices. +For this reason it is still important to regularly test your project on the kinds of devices you +expect a typical player will use, to make sure you can identify any problems before publishing. +The sooner you can identify a performance problem, the more likely you are to know what +change caused it. The worst case scenario is to finish an entire project without testing, then find +it's too slow, in which case you may have no idea why (although measurements can help, as +described later). As noted previously you may find everything is running smoothly all the way +through development, which is a great outcome, but it's best to be sure! +In the past, mobile devices used to have significantly worse performance to desktops and would +often need special consideration for performance. However many modern high-end mobile +devices are now about as powerful as mid-range laptops, and are likely to handle most kinds of +Construct content fine as well. If you want to target particularly low-power budget devices, you +may need to take special care though. Either way, as noted, have a target device to hand and +regularly test on it so you can be sure! + +Measure, measure, measure +There is only one way to get a good answer about a performance question: measure it. If you +don't measure it, or you guess, or you ask on the forum (so someone else guesses), you may get +Page 322 of 1113 + + Construct 3 Official Manual + +an inaccurate answer, and you may end up wasting your time trying to optimise something that +makes no difference at all to performance. You must use measurements and be scientific about +proving what makes a difference. +The ultimate performance measurement is the frames per second (FPS). If the FPS rate is good, +there is no need to optimise anything! Don't waste your time. If it's not good enough and your +project is running slowly, the key measurements to look at are the CPU and GPU utilisation. You +can find all these measurements in Construct's debugger Paid plans only. + +CPU vs. GPU +There are two major tasks to running a Construct project: running the logic, including all your +event sheets, JavaScript code, and behaviors - done by the CPU (Central Processing Unit) - and +drawing the graphics, including visual effects, done by the GPU (Graphics Processing Unit). +Usually these are two different pieces of hardware (or different components even if on the same +chip). +If the CPU measurement is very high, you probably need to optimise the project logic. If the GPU +measurement is very high, you probably need to optimise rendering. So these measurements will +guide your overall approach. +In both cases, once again, the key is to make measurements. Be scientific: try making a change, +and see how it affects the key performance measurements. If it doesn't make a difference, the +change doesn't matter to performance. If you make the right change, you will see a measurable +difference. This is also how you answer "which is faster, A or B?" type questions: try both and +measure them. (Often you will find no measurable difference!) +The following sections provide some tips about how to track down the cause of a meaningful +performance problem that you've identified, and some of the common culprits. + +CPU performance +The CPU is generally responsible for everything except drawing graphics. Event sheets, +JavaScript code, plugins, behaviors, and everything else apart from graphics tend to happen on +the CPU. +The best place to start looking to identify a CPU performance problem is the CPU profiler Paid +plans only in Construct's debugger. This can break down CPU time spent in different areas, +including individual event groups in event sheets. If you see an item measuring a particularly +high usage, that is generally the item to think about optimising. For example you may see a +single event group using a substantial percentage of CPU time by itself. If you look at that event +group you may then find it does something like repeat an event thousands of times; adjusting +that to do less work could then solve the problem. +Other times it may be less clear, such as time spent processing behaviors. Here are some +general tips about the types of things that can cause high CPU usage. As before the way to +check for these is to rely on measurements: try removing them, or significantly reducing their +usage, and see what difference it makes to the measurements. +Page 323 of 1113 + + Construct 3 Official Manual + +Physics behavior: physics simulations are highly CPU intensive. Using a relatively small +number of objects with the Physics behavior should be manageable. However if you use +thousands of objects with the Physics behavior it could cause a considerable slowdown. +Creating too many objects: while modern computers and software are very fast, everything +has a cost, even if small. Creating thousands of objects can significantly increase the CPU +usage, depending on what kind of logic your event sheets, code, and behaviors run. +Using too many particles: while a single particle is even cheaper than an object, it is still not +free. Like creating too many objects, having too many particles could also cause high CPU +usage. +Running too many events: if you have a very large project with thousands of events, those +events will all need to be run, which may end up with a significant processing overhead. +Usually most of the events don't need to be checked all the time. You can significantly reduce +the number of events that need to be run by organising them in to event groups, and +disabling the groups that are not currently needed. (Events in disabled groups are skipped +entirely.) Sub-events can perform a similar role, as sub-events are only checked if the parent +event is true. +Using too many loops: using too many loops like For, For Each and Repeat can cause the +project to slow down if used intensively. Nested loops are especially likely to cause this, as it +quickly multiplies the number of iterations run. To test if this is the problem, try temporarily +disabling the looping events. + +GPU performance +The GPU is generally responsible solely for drawing graphics - that is, rendering your artwork to +the screen, as well as any effects. +The best place to start looking to identify a GPU performance problem is the GPU profiler Paid +plans only in Construct's debugger. This can break down GPU time spent on each layer in the +project. If one layer is showing a high measurement, it is likely the graphics content on that layer +that is responsible for the high GPU usage. For example you may see a layer using hundreds of +objects all with effects showing a high measurement; removing the effects or reducing the +object count could then solve the problem. +Fill rate +A key point to understand about GPU performance is the fill rate. Drawing pixels on the screen +(also known as "filling in" pixels) requires writing them to memory. Drawing more images, and +larger images, requires writing more pixels to memory. The data rate of writing all this pixel data +to memory is called the fill rate. Once the fill rate exceeds the GPU memory bandwidth (the rate +at which data can be written), the project will start to slow down as the GPU cannot keep up. +Note this is a hardware limitation, not a limitation in Construct or any other software on your +device. +To fully understand fill rate, it's important to also know that Construct renders projects back-tofront. This means it starts by drawing the background (the objects lowest down in Z order) and +Page 324 of 1113 + + Construct 3 Official Manual + +progressively drawing everything else on top until it reaches the front. Since the objects at the +top of Z order are drawn last, they appear on top. However when objects overlap, this involves +writing to the same pixels repeatedly. This is called overdraw and it still uses up fill rate, i.e. the +object underneath still consumes memory bandwidth, even though it is later covered up by +something on top. Therefore the worst-case scenario for fill rate is a stack of large overlapping +images. +There are a couple more points to consider about fill rate: +1 + +Transparent areas of images still use up fill rate. In other words, transparent pixels are still +rendered, they simply have no visual effect. + +2 + +Layers which use their own texture (indicated by Uses own texture in the Properties Bar) must be +copied to the screen after the layer finishes rendering. This means every layer that uses its own +texture is equivalent to rendering a screen-sized sprite that covers up everything. Having too +many layers which use their own texture can quickly use up your available fill rate. + +In short, the more pixels that are drawn on the screen, the more work there is for the GPU to do. +This includes transparent pixels, overlapping images, and "own texture" layers. +GPU performance tips +Here are some general tips about the types of things that can cause slow rendering +performance. As before the way to check for these is to rely on measurements: try removing +them, or significantly reducing their usage, and see what difference it makes to the +measurements. +Avoid objects with large areas of transparency. Crop all images you use to remove wasteful +transparent space. (This also saves memory!) Split up large objects with large transparent +areas in to a series of smaller objects. For example, adding a window border using a screensized transparent sprite with borders drawn at the edges will perform poorly as it still has to +fill a large transparent area in the middle. Splitting it in to four separate objects for each edge +is much more efficient since a smaller area is rendered. +Avoid large areas of overlap between objects. The overlapped area will have the pixels +rendered to repeatedly, which wastes fill rate. +Avoid too many layers which use their own texture. Enabling Force own texture, changing +the opacity or blend mode, or adding an effect, all cause the layer to render to its own +texture, which uses a lot of fill rate. While this is necessary in some cases to get the visual +effect you want, avoid doing it too many times with layers in the same layout. +Avoid using too many effects. While effects can be visually impressive, adding lots of them +to layers or objects can significantly increase the amount of rendering work for the GPU. +Certain types of effects are also more performance intensive than others. If you have lots of +objects all with the same effect, experiment with having the objects on a layer with a layer +effect, or having the effect on the individual objects; sometimes one approach can be more +efficient than the other. + +Page 325 of 1113 + + Construct 3 Official Manual + +Unnecessary use of effects. Never use effects to process a static effect on an object. For +example, do not use the Grayscale effect to make an object always appear grayscale. This +will degrade performance when you could simply import a grayscale image to the object and +not use any effects at all. +No hardware acceleration. In some cases, the GPU may not be used at all, and then the CPU +is forced to perform all rendering work, which is usually much slower. This is usually caused +by a system-level problem, such as out-of-date hardware or software, or broken graphics +drivers. It can also be affected by browser settings (e.g. turning off "Use hardware +acceleration"). You can check the hardware-acceleration status in Chrome by visiting +chrome://gpu in the address bar. You should see WebGL listed as Hardware accelerated in +green. Construct supports both WebGL and WebGL 2; it is sufficient if either is hardware +accelerated, since Construct will pick that one. + +Interpreting performance measurements +An important caveat to note about Construct's performance measurements is that the CPU and +GPU measurements are based on timers. This makes them subject to variance due to hardware +power management, which both CPUs and GPUs use. +To understand how power management affects timer measurements, consider a modern +processor that can run in a low-power mode that is half as fast. In full power mode a task might +take 5ms to complete. However if not under significant load, it will switch in to the low-power +mode not only to save power (especially important for battery-powered devices), but also to +avoid overheating the chip. In this mode the task will then take 10ms to complete. As Construct's +measurements are based on timers, this means it will look like it is taking up twice as much +processor time. However it is not a true reflection of the usage of the processor's full capacity. +Modern processor power management schemes are much more complicated than this, often +involving many power modes that have different trade-offs between power usage and +performance, and they constantly switch between them depending on the system load and +temperature measurements. However the point remains that timer-based measurements can +vary in unexpected ways due to power management. This can result in some unusual +measurements, especially in low-power modes (when the system is mostly idle) - you might see +things like the usage measurements suddenly dropping as the amount of work increases, which +is actually due to the processor stepping up in to a higher power mode. The CPU and GPU usage +measurements can be helpful for solving performance problems, but remember they are not +perfectly accurate. In particular they are not reliable for "micro-benchmarking", such as testing +which of two small tests are faster, as the measurements will mostly reflect the hardware power +mode. It's another reason to not try to optimise performance until you have identified a real +problem! +It's also worth noting Construct's measurements are only for your project, and the CPU +measurement is only for the main thread (i.e. a single core). They are not system-wide +measurements, and can be affected by other activity on the system. The CPU measurement +does not measure other work done on background threads, which can also be significant in +some cases, but usually does not directly contribute to the framerate. + +Page 326 of 1113 + + Construct 3 Official Manual + +Remember the framerate (FPS) is the ultimate performance measurement: as long as the +framerate is good, then the overall performance is OK. The other measurements are there to help +you diagnose what the problem might be when the framerate is dropping. + +Displaying performance at runtime +While Construct's debugger displays key performance measurements, sometimes it's useful to +show these in the project itself, such as for testing with Remote Preview Paid plans only or in +exported projects. +The following three system expressions provide basic performance measurements. +fps - returns the current frames per second rate. The maximum framerate depends on the +display refresh rate, which is commonly 60. +CPUutilisation - returns the current estimated CPU usage, ranging from 0 to 1. The +expression round(cpuutilisation * 100) will return a percentage. Note this is subject to the +caveats under Interpreting performance measurements. +GPUutilisation - returns the current estimated GPU usage, ranging from 0 to 1. The +expression round(gpuutilisation * 100) will return a percentage. Note this measurement +may not be available on some devices (in which case it will say NaN, which stands for Not A +Number). This is also subject to the caveats under Interpreting performance measurements. +You can create an in-project display of these values with a Text object to keep an eye on +performance while testing your project, using an action to update it Every tick: +Set text to fps & " FPS, " & round(cpuutilisation * 100) & "% CPU, " & round(gpuutilisation +* 100) & "% GPU" + +This will display a string like 60 FPS, 30% CPU, 40% GPU indicating the framerate and +approximate CPU and GPU usage. + +Common misconceptions +The following things are often accused of affecting performance but usually have little or no +effect. +Off-screen objects are not still rendered. Construct does not issue draw calls for objects that +do not appear in the window, and the GPU is also smart enough to know not to render any +content that appears outside the window - even when a single image is only partially onscreen. +Image formats (e.g. JPEG, PNG or WebP) affect the download size but have no effect on +runtime performance or memory use. All images are decompressed to 32-bit bitmap on +startup. +Audio formats also only affect the download size but have no effect on runtime performance. + +Page 327 of 1113 + + Construct 3 Official Manual + +Number of layers usually has no effect. Layers which use their own texture have a +performance overhead, as described above. However a layer with the default settings does +not use its own texture, and has no performance overhead by itself. You can use as many of +these layers as you like. +Number of layouts also is unlikely to have any effect on performance. The layout size also +does not have any direct effect; larger layouts do not use more memory or require more +processing, unless you use more objects. +Angle or opacity of objects and floating-point positions (e.g. positioning a sprite at X = 10.5) +generally has no effect, since modern graphics chips are very good at handling this, even on +weak devices. Using lots of very large sprites can still sometimes cause a slowdown - see +the section on fill rate. + +Summary +In short, here are the key points when considering performance: +Regularly test on target devices. +Don't attempt to optimise the project if it's fast enough. You'll just be wasting your time. +If it's not fast enough, rely on measurements to guide your optimisation. +Frames per second (FPS) is the ultimate measurement. CPU and GPU usage are timer-based +approximations and are mainly to help you make performance measurements to guide +optimisation. + +Page 328 of 1113 + + Construct 3 Official Manual + +MEMORY USAGE +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/memory-usage + +Managing the amount of memory used is important to ensure a wide range of devices can run +your project. If a project uses more memory than is available on a particular device, it may crash +due to running out of memory. Reducing memory use can also in some cases improve +performance. + +Images +Usually object images (including sprite animations) are the most memory-consuming part of a +project. For this reason Construct estimates the peak memory use from images and displays it +in the Project Statistics dialog. (Right click the project name in the Project Bar and select +Tools►View project statistics to view the dialog.) You should check this from time-to-time while +developing your project, but it should only be regarded as an estimate. The debugger can also +show the image memory usage during runtime, but note that it can vary depending on what is +happening in your game. Remember this measurement is only for images, so your project will +need at least that much memory to run. +Some tips to ensure the image memory usage remains reasonable are: +1 + +Crop all animation frames. Transparent pixels still use up memory. If you have a 1000x1000 +image that is all transparency and just a 200x200 size piece of artwork in the middle, it will use +as much memory as a 1000x1000 image - about 4 MB, whereas if cropped a 200x200 image +would use less than 0.2 MB - a saving of over 95% + +2 + +Avoid unnecessarily high-resolution images. If you import an image that is 2000x2000, but only +display it sized 400x400 inside the game, then it uses as much memory as the source image +(about 16 MB), whereas if the image was more appropriately sized it would only use about 0.6 +MB of memory - also a saving of over 95%. + +3 + +Avoid excessively long animations. All images in an animation need to be loaded in to memory. +If an animation with 100 frames can be reasonably achieved with just 50 frames, it will use half +as much memory. + +4 + +Stay under power-of-two sizes. Construct packs Sprite images onto spritesheets, which for +technical reasons are always a power-of-two size (e.g. 512, 1024, 2048, 4096...). This means that +images just over a power-of-two size, like 530px, pack inefficiently: they don't fit neatly across a +spritesheet and end up wasting space. However images just under a power-of-two size, like +500px, do pack efficiently as they can fit more images on a spritesheet. Note that Construct also +adds some padding so also avoid exactly power-of-two sizes like 512px - you should try to keep +images at least 4px under this size to account for padding. To illustrate this, consider that on a +spritesheet sized 2048x2048, an image that is 530x530 wide can only be fit in 9 times (3 across +and 3 down), but an image that is 500px wide can be fit in 16 times (4 across and 4 down) - in +both cases the spritesheet is the same size and so uses the same amount of memory, but the +Page 329 of 1113 + + Construct 3 Official Manual + +latter case is a much more efficient use of that memory; also consider that if both cases use 16 +images, the former case will then need to spill another 7 images on to another spritesheet, which +will use more memory and also pack inefficiently. (Note an exception is Tiled Backgrounds are +not used on spritesheets, and so can be a power-of-two size.) +5 + +Use composition for level design. Some people are tempted to use lots of unique large image +tiles to design levels as if they were one huge image. This will use a lot of memory and is not +how most modern games are designed. Instead use a Tiled Background to make a repeating +base layer (possibly using tile randomization to make the repetition less obvious), and then +design lots of individual pieces of a level that can be independently placed and re-used at +different sizes and angles across the level. For example rather than designing a huge single +image with a whole forest drawn on to it, use a repeating background, design a small selection +of unique trees, and then place these at different sizes, scales and angles across the level to +build a forest. Effects like color tint and opacity can also be used to add more variety and break +up any repetition. Then the entire level's image memory usage is only the amount for the +background and each unique tree, even though a much larger level was designed. + +The estimated peak memory use is based on only the single layout with the largest memory +requirement, because only images for one layout are loaded at a time. In Construct this is called +layout-by-layout loading. + +Layout-by-layout loading +Construct only loads the images for the current layout. This avoids loading the entire project in +memory which would be slow and consume a great deal of memory. When starting a layout, all +images for the objects placed in the Layout View are pre-loaded. This includes all frames in all +animations of any Sprite objects. (In other words, Sprites are either fully loaded in to memory, or +not at all - they are never part-loaded.) When the layout ends, all images that are loaded but not +used on the next layout are released from memory. +If an object is not placed in the Layout View, but an event sheet creates it at runtime, its images +are not pre-loaded. Construct is forced to load the object images at the moment of creation, +which can cause a momentary pause, or in extreme cases a constant stuttering (also known as +"jank"). Construct's image memory usage estimate in the editor will not include such images as it +doesn't know if they will be used, and so the memory usage of these kinds of dynamic loaded +images will only be reflected in the debugger's runtime image memory measurement. A better +approach is to place any objects that will be used by the layout in the Layout View. If they are not +immediately needed then they can be destroyed in a Start of layout event. They will then not exist +when the layout starts, but Construct will still have pre-loaded their images, ensuring that they +can later be created at runtime without any jank. + +Calculating image memory use +First of all it is important to note the image format has no effect on memory use. You can save +on your project's download size by setting some images to a different format like PNG, JPEG or +WebP. However this does nothing to memory use: compressed images cannot be directly +rendered, so upon loading all images are decompressed in to a 32-bit ARGB bitmap format. This + +Page 330 of 1113 + + Construct 3 Official Manual + +means each pixel takes four bytes for the alpha, red, green and blue channels. (Note images are +also stored compressed inside your project file - so the size of your project file has nothing to do +with its memory use. You can easily have a small project file with a huge memory requirement.) +Consequently, the approximate memory use of an image in bytes is its number of pixels +multiplied by 4. For example a 100x100 image would use 100 x 100 x 4 = 40000 bytes, or about +39 KB. A HD-sized image at 1920x1080 would take 1920 x 1080 x 4 = 8294400 bytes, or about +7.9 MB. Note that transparent pixels still count! +It is also important to note that the memory use is based on the source image - that is, as it +appears in the image editor. If the object is stretched in the Layout View or at runtime, it does not +use any more or less memory. It is just rendering the source image in memory (which is always +at its original size) at a different size on to the screen. +The image memory usage is based on all the images (including all animation frames) of all +objects on the current layout. Therefore using fewer, smaller images will always result in less +memory usage. + +Don't mis-use 'Downscaling quality' +Construct uses several optimisations, including spritesheeting, to save memory. Setting the +Downscaling project property to High quality forces spritesheeting to pad out all sprites to +power-of-two sizes, negating the memory saving of spritesheets. This can significantly add to +the memory requirement of your project. High quality mode exists only to address two relatively +minor rendering issues (edge fringing on sprites, or altered quality on the last animation frame). +It should not be used unless one of these rendering issues has been specifically observed and +the issue is resolved by choosing this option. Otherwise your project will be paying a very high +price in memory usage for no reason. + +Audio +Usually images take up the most of a project's memory use. However it's worth noting how +audio is loaded in to memory. +It's important to categorise audio between the sound and music folders because they are loaded +differently and therefore have different memory usage. + +Sounds +Audio in the Sounds folder is fully decompressed in to memory. This allows sound effects to be +played instantly without any latency from having to first load or decompress the audio, ensuring +sound effects are heard at the appropriate time. Like with images, the compressed size helps +reduce the download but does not reduce memory use: the sound will be decompressed in to +PCM wave buffers. +By default the project property Preload sounds is enabled, meaning all sounds are downloaded +and decompressed while the loading bar is showing. As a result all sounds in the project will be +decompressed in to memory on startup. With a common playback configuration of 16-bit +Page 331 of 1113 + + Construct 3 Official Manual + +samples at 44.1 KHz, one second of single-channel audio will use 88000 bytes (about 86 KB), +and double that for stereo (about 172 KB). For one minute of audio, that is about 5 MB for single +channel and 10 MB for stereo. This is the primary reason music tracks should not be +categorised as "sound": if you have 15 minutes of stereo music, that will consume 150 MB of +memory. On some platforms, decoding a full music track can also be quite slow, adding a lot to +the startup time. +If Preload sounds is disabled, sounds are not loaded during startup and the project can start +quicker. However the first time each sound is played may be delayed since it must first download +and decode it in full. Using the Preload action in the Audio object can help mitigate this. Note +Construct does not release sounds once loaded to ensure they can be played quickly again. To +release the memory, you must use one of the Unload actions. This makes you responsible for +managing audio memory in your project. +Audio in the Sounds folder should be short, latency-sensitive sound effects. Consider cutting +down any very long duration sound effects - or, if playback latency is not important, consider +categorising it as "Music" instead. + +Music +Contrary to sound effects, music is streamed. Generally this means the audio engine will have a +small playback buffer of a fixed length, and while the audio is playing it is loaded, decoded and +played in small chunks that connect together seamlessly. This means the memory use is low +regardless of the length of the track, and it can even start playing the audio before it has finished +downloading. This is why music is not pre-loaded while the loading bar is showing - there's no +need to wait for it to finish downloading before starting the project. However playback cannot +always start immediately, since it may need to wait for the download to finish buffering, or for +the first chunk to load and decode. In terms of memory use, the main consideration is simply to +make sure long audio tracks is categorised as music and not sound. + +Other resources +Many other types of resources will use a small amount of memory. However these are not +usually significant relative to the memory usage of images and audio, so usually you can +disregard them. Remember though that nothing in computing comes for free - for example every +object that you create will use a small amount of memory, so you could also end up using lots of +memory if you create tens of thousands of objects. This could even happen by accident, such as +if you have an event sheet that creates objects but you forgot to add any logic to destroy them +later, so it just endlessly creates more and more objects. +Anything that is pushed to an extreme will likely end up using a lot of memory, so try to make +sure all aspects of your project remain in reasonable proportions, and it is unlikely you will have +any problems with anything else. + +Page 332 of 1113 + + Construct 3 Official Manual + +OPTIMIZING DOWNLOAD SIZE +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/download-size + +Construct's engine has a very low overhead - an empty and fully-optimized exported project is +around 300 KB compressed. Most of the download size of your project will come from the +content of your project. While many people have fast Internet connections, download size can +still be an important consideration: some people in certain places or circumstances still have +slower connections; some platforms have file size limits; and the faster people can start running +your project, the more happy customers you'll have. This guide includes some advice about +reducing your project's download size. + +Check your download size +A quick way to check your project's download size is to export it, extract the zip to an empty +folder, and then check the size of the files in the folder (for example in Windows, select all, rightclick and choose Properties). Then you can also browse through the files looking for any +particularly large files or folders to help identify what you need to focus on to best reduce the +download size. + +Images +Often much of a project's download size come from its images. A key point to be aware of is the +difference between lossless and lossy image formats. Lossless means the image quality is +preserved exactly, with pixel-perfect reproduction of the original image. This has the best quality +but such images can only be compressed so far, particularly if they have complex content. Lossy +images do not preserve the image quality exactly, but consequently can reduce the file size +much further than lossless images. There is also a quality option for lossy images, allowing you +to choose the trade-off between file size and quality. + +Use lossy formats +The easiest way to reduce the download size of your project's images is to switch them to use a +lossy format. By default Construct uses lossless compression to avoid affecting your artwork. +Choosing a lossy format allows for further compression, although it does affect the display +quality. Usually large, photographic-style images, or background images where quality +differences may not be noticed, are best suited to lossy formats. +To set an image to use a lossy format, use the Set export image format button in the image +editor toolbar. + +Page 333 of 1113 + + Construct 3 Official Manual + +You can apply the changes to individual images, the entire animation, the entire object, or even +the entire project. Switching an entire project to use lossy images is a surprisingly effective +approach, particularly with the AVIF image format. See the blog post Reducing download sizes +with lossy spritesheets for more analysis. A good technique may be to set an entire project to +use lossy images with a relatively low quality, and then after exporting look at your project and +identify if you can see any places the quality isn't sufficient. Then for those specific objects you +can either increase the quality, or switch it back to lossless compression. This should leave your +project using the most efficient compression possible for images, while achieving a sufficient +visual quality. + +Use modern formats +When you export your project, the smallest download size can be achieved by choosing WebP +and AVIF for the export image formats. PNG and JPEG are both quite dated and produce larger +file sizes for the same quality. AVIF is particularly effective for lossy images, but note while all +modern browsers support it, some older browsers or systems may not have support for it. + +Other export settings +When you export your project, be sure to also enable Deduplicate images (which removes +redundant identical images), and Optimize images (which will use more processing time to +compress images, so export is slower but the resulting files are smaller). Both will help you have +the smallest download size possible for your images. + +Use fewer and lower resolution images +The smallest image file is one that is not exported at all - if you can, remove any redundant +images, and reduce the number of frames in animations. Smaller images also compress better, +so try resizing images smaller in the image editor. In particular, avoid having highly detailed +images at a higher resolution than necessary. + +Audio +Sound effects are usually relatively brief in duration and so don't produce large files. However +music tracks and longer sound effects may end up using a lot of data. +The best way to reduce the download size of audio is to choose the lowest acceptable bitrate +when importing audio to Construct. The import dialog has a dropdown to select the bitrate in the +corner; lower bitrates produce smaller files, but will have poorer quality. Note that Construct +encodes audio to WebM Opus, but if you import a WebM Opus file directly, it uses the file as-is. +So the best way to control the bitrate is to import uncompressed audio (such as PCM WAV). +Page 334 of 1113 + + Construct 3 Official Manual + +You can also save your project as a folder, and use external audio tools to try compressing audio +different ways - but note it must be in WebM Opus format. Another trick is reducing stereo or +multi-channel audio to mono (single-channel). Lastly, using fewer audio files, and shorter sound +effects and music tracks, will mean less data too. + +Video +Video files can be particularly large to download. Construct doesn't include its own video +encoder like it does with audio. Try to use shorter video clips at lower resolution and with a lower +framerate. You can also use external video tools to try to better compress video files, with a +trade-off between bitrate and quality, much like with audio. Also prefer to use modern codecs +where possible - for example AV1 is now pretty widely supported, and will be able to achieve a +smaller download size at the same quality as an older codec like VP8. + +Other project files +You can import any files you like to Construct in the Project Bar. It's worth checking in case you +imported any particularly large files of other kinds! These won't necessarily need to be +downloaded up-front if your project only loads them later on, but it's worth remembering them +too. + +Other tips +Here is some other advice relating to reducing the download size or wait time for your project. + +Minify script on export +When exporting your project, choosing the Advanced script minify option will produce the +smallest possible JavaScript files. For large projects this will make a smaller difference than +optimizing images, audio and video, but it will help achieve the smallest download size possible. +If you write JavaScript code in your project, note you may need to make changes to use +Advanced minify mode - see the manual section on advanced minification. Alternatively Simple +mode should always be safe, but won't reduce the JavaScript file size as much. + +Use a loader layout on the web +For web exports, consider using a loader layout. This is a special layout that can start running +while the rest of the project is still downloading. Construct only needs to download the content +shown on the loader layout before it can start it. This means the user can see something +interactive much more quickly, even if the overall download size is the same. See the tutorial +How to use loader layouts to make custom loading screens. +Note if you aren't publishing to the web and are using an "offline" export option like a desktop +export, then there's no need to use a loader layout - the entire project is already downloaded by +the time it starts running. + +Avoid bundling browser engines +Page 335 of 1113 + + Construct 3 Official Manual + +Where possible, avoid using export options that bundle the browser engine with your project. +This includes NW.js, and Windows WebView2 in "fixed" distribution mode (but the default uses +the system webview so doesn't bundle a browser engine). Bundling an entire browser engine +with your project can add 100-200 MB to the download size, even compressed. For example an +empty project exported to NW.js for Windows will be over 100 MB. On the other hand the +Windows WebView2 export option by default uses the built-in system webview and so doesn't +need to bundle anything, and so will be far smaller. + +Page 336 of 1113 + + Construct 3 Official Manual + +ICONS & SPLASH SCREENS +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/icons-splash + +The Icons & screenshots folder in the Project Bar holds a set of image files that are used for +icons, splash screens or screenshots for your project. The specific images used depend on the +platform you export to, but where possible Construct will automatically use the images from the +folder where appropriate. + +Image purposes +When you select an image in the Icons & screenshots folder in the Project Bar, the Properties Bar +updates to show properties for that image. The most important property is the Purpose property. +This tells Construct what you want to use the image for. The different purposes and what they +are used for are described below. + +None set +If the purpose is (none set), Construct won't automatically use this icon for anything. It will be +treated as a simple image file that is bundled with your project. This may be useful if you want to +manually configure an icon after exporting. It's also the default for newly imported image files, +so you may want to change it after importing if you intend for the icon to be used for something +else. + +App icon +This will use the image as the standard app icon. This is used for apps on mobile devices, +desktop exports, the page icon on the web, and also the app icon for installable web apps. +The icon size is automatically derived from the image size. For most platforms, icons should be +square, and are typically in a range of power-of-two sizes, such as 32x32, 128x128, 256x256, etc. +Most platforms support a range of icon sizes, so Construct will list all icons with this purpose in +the exported project, and the target platform will select an appropriate icon size from the +available set. + +App icon maskable +Currently this purpose is specific to installable web apps (Progressive Web Apps, or PWAs). All +web exports from Construct are PWAs, and so in supported browsers can be installed, such as +adding to the device home screen. The App icon purpose can be used for this case, but +optionally you can also provide a maskable icon, where the outer 10% edges of the image may +be cropped. This is used to give the system more flexibility in how to crop or shape the icon. As +with app icons, you can also provide multiple maskable icons in different sizes. + +Page 337 of 1113 + + Construct 3 Official Manual + +You can test maskable icons with maskable.app, and read more about them at the web.dev page +on maskable icons. + +Loading logo +The loading logo is the image shown on the loading screen while loading the project. Typically +this is most relevant to web exports, since the project may take a while to download, during +which time the loading screen is showing. Other export types, like apps, bundle all the resources +locally so typically load quickly enough that the loading screen isn't seen or is only seen briefly. +For the loading logo to appear, the project Loader style property must be set to Progress bar & +logo. The progress bar will appear beneath the loading logo with the same width as the loading +logo image. You can also only specify a single loading logo image. + +Adaptive foreground/background +Currently these purposes are specific to Android exports, for specifying adaptive icons. Similar +to maskable icons, these are special icons for Android that comprise of two layers, and may also +be cropped by the system to adjust their appearance. For more information about how Android +uses these icons, refer to the Android developer documentation on adaptive icons. +To specify an adaptive icon, you need to add two icons with identical image sizes, e.g. both +256x256 pixels. Set one to use the Adaptive background purpose, and the other the Adaptive +foreground purpose. Construct will export the icon pair as a single adaptive icon when exporting +for Android. +You can also specify multiple adaptive icons by adding multiple pairs of icons this way, so long +as each pair has a different image size. Construct will export all icon pairs as adaptive icons for +Android, and the system will select an adaptive icon with an appropriate size from the available +set. + +iOS splash screen +This purpose is specific to iOS exports. The image with this purpose is used as a universal +splash screen image. Note this image may be significantly cropped depending on the size of the +viewport - the image is displayed centered so any important details should be in the middle, and +the rest of the image decorative. +When creating the splash screen, Construct will first create an image sized 2732x2732 filled with +the project Splash color. The splash image will then be pasted centered on this image. Note if no +splash image is specified, the image with the Loading logo purpose will be used instead. + +Android splash icon +This purpose is specific to Android exports. The image with this purpose is used on the splash +screen when the app is first loaded. Note this image may be significantly cropped by Android. +For guidance on the required image size and how Android crops it, refer to the official Android +design guidelines. +Page 338 of 1113 + + Construct 3 Official Manual + +Screenshot +This purpose indicates that the given image is a screenshot of the project, suitable for using as a +preview of what the project looks like. Currently this is only used for web exports in order to +allow adding screenshots to a Progressive Web App (PWA) install prompt, which is also known +as the Richer install UI. When choosing the Screenshot purpose for an image, an additional two +properties appear: +Label: a brief description of the image, which may be used as a caption for the screenshot. +Form factor: indicates the type of the screenshot. Typically Narrow is used for mobile +screenshots and Wide is used for desktop screenshots. It is recommended to add at least +one Narrow and one Wide screenshot to ensure the richer install UI appears. + +Manually customizing icons and splashes +Some platforms, particularly on mobile, require a range of icons and splash screens in a wide +variety of sizes and formats. These formats can also change over time as system updates are +released with new requirements. +While Construct provides options to specify the basic icons and splashes, for full control you +may wish to refer to the platform specific developer tools. For example when using Xcode, or +exporting to Android Studio, you can use the developer IDEs to specify the full range of possible +icons and splash screens. For more information about using these tools, refer to the official +documentation at Apple's Xcode documentation and Android Studio's documentation. Note the +(none set) icon purpose may be useful for bundling image files that you manually configure after +export in these tools. + +Page 339 of 1113 + + Construct 3 Official Manual + +HTML LAYERS +View online: https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/html-layers + +Construct supports integrating HTML content with your project. This includes the HTML Element +object, as well as other plugins in the HTML elements category, such as Button and Text Input. +Layering HTML objects works differently to other kinds of objects. In particular, to have other +Construct objects appear on top of HTML objects, it is necessary to use HTML layers. This guide +explains how HTML layers work. +Using HTML layers is useful for better integration of HTML content in your project. For example +if you want to use HTML for part of your project's user interface, but then have some decoration +like a Particle effect appear on top of the user interface, then it is necessary to use HTML layers +to get the Particle effect to appear on top of the HTML content. + +Canvas vs. HTML objects +Most Construct objects, such as Sprite, Tiled Background and Particles, render in to a +element. These kinds of objects are collectively referred to as canvas objects. The canvas +element is a single HTML element that effectively acts as a large image that changes every +frame. Much like the usual (image) element, it can only be placed entirely in front or +behind other HTML elements - there is no way for it to appear both partly in front and partly +behind another HTML element. +HTML objects like Button and Text Input are themselves represented by other HTML elements +(