Deactivate at Start

Object Life-cycle

Objects and groups can maintain multiple states regarding their existence in the scene. When being dragged in for the first time, an object is visible, has a physical presence and is fully enabled to run events and react to them.

In games and experiences you often want to change that state, either all of the above or certain aspects.

The most common one is this setting:
Deactivate at Start: Sets the object/group to be invisible, non-collideable and not running events. It doesn't exists for the player but is fully preloaded and ready to be activated. Can be Activated through events.
This is a great option for text boxes that appear later in the scene, a "Continue" button when the player has won a game, enemies that appear when a player walked through a triggerfield, etc etc

The three properties that "De-/Activate" are:

Visibility

Hide: Makes the object invisible, but still interactable.
Show: Reveals the object visually.

Events

Disable Object: Freezes all events on the object.
Enable Object: Enables all events on the object.

Collision

Disable Collision: Changes the object to be non-solid (ie. non-collidable).
Enable Collision: Changes the object to be solid (ie. collidable).

Everything

Activate Object: Object is visible, collideable and events enabled.
Deactivate Object: Object is invisible, non-collidable and events are frozen.

Other

Respawn: Sends the object back to its original position and state
Destroy Object: Totally removes the object from the scene.

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