Global Properties

The Global Properties allow you to change project wide settings.When you select the Global Properties from the Top Tool Bar the hyperPad menu button will appear on the canvas and become selected.

 

General Properties

hyperPad Menu Button

This button is used to quit your running project and return to the editor, or back to the hub. If you launch your project from the editor you are given additional options within the menu.

Note that this menu button is only visible within hyperPad. If you export your project to the App Store this button will not be present. Do not rely on this button as a way to pause your scene. If you're creating a game, you should use the pause overlay instead.

From the Global Properties, you can change the color of the button, and even change the location from the General Properties tab.

You should try to avoid making the button difficult to see or find. Remember, this is the only way a user can quit your project when they are running it within hyperPad.

 

Target Device

Each icon in device support will toggle the different aspect ratios that your project can support. For example, by only selecting the iPhone icon, it will select 3:2 and 16:9 aspect ratios. 

If you toggle on all the devices, the design resolution will be the largest width and height that can fit all the device aspect ratios.

Below is a chart that represents the different device settings

Aspect Ratios Icon Devices Design Resolution
 4:3   iPad, iPad Pro   2048 px x 1536 px
 16:9    iPhone 5, iPhone 5S, iPhone 6, iPhone 6 plus, iPhone 6S. iPhone 6S Plus, iPod 5th generation, iPod 6th generation  2048 px x 1158 px
 3:2   iPhone 3GS, iPhone 4, iPhone 4S, iPod 4th generation  2046 px x 1364 px
 16:10    Desktop computers 2048 px x 1280 px 

 

 

Orientation

The vertically oriented device icon represents Portrait Orientation and the horizontally oriented device represents Landscape.  Only one orientation can be selected.

Point-to-Meter Ratio

This represents how many points (1 px for non-retina devices 2 px for retina devices) there are per meter.

The PTM ratio determines the factor for positioning, motion, physics, and grid snapping. For example, if your PTM ratio is 32, and you position your object to (5 m, 5 m) that is equivalent to placing it (160 pt, 160 pt) in your world.

By default, there are 32 points per meter. For most situations, the default PTM ratio is fine, however, if you import graphics that are not powers of two, and you want to adjust the grid to snap to your image resolution, change the PTM to suit your needs.

 

Analytics ID

The Analytic ID is used for Google Analytics tracking. Make sure to enter the ID that matches your project in the Google Analytics Dashboard.

You can use analytics to see how people are using your app. If it's a game, you can see how far they make it in your game, or what part is too difficult. You can track events for important parts of your project and see what people use most.

Analytics are a great way to improve your project based on actual user interactions.

 

Global Physics Properties

Physics Modes

The Birds Eye View and Side View change the way your projects physics behave, and adjust certain behaviors like Joystick Controlled. Remember this affects every scene in your project.

Birds Eye View: This option is option is used to disable gravity by default. If you still need gravity, you can use the Set Gravity behavior to apply gravity to specific objects. You would typically use this option for UI Based projects, top down shooter games, RPG games, and puzzle games.

 

Side View: The side view option is used for projects that rely on gravity. This is often used for platform games like Mario, endless runners like Flappy Birds or Jet Pack Joy ride, and physics puzzle games like Angry Birds.

 

Physics Properties

Wall Friction: This value is the friction for the edge of the screen. This only applies when behaviors like Conform to Screen are used.

 

 

Wall Bounciness: This sets how much an object will bounce off the edge of the screen. This only applies when behaviors like Conform to Screen are used.

 

Air Resistance: The air resistance is how freely an object can move through the scene. If your air resistance is zero, and there are no other forces (gravity) being applied to your object, it will continue to move for ever.

 

World Gravity: This is the gravity for your scene. You can set the gravity in both the X and Y direction. The world gravity fields are disabled if you select the Birds Eye View physics mode. These fields change the gravity through out your entire project. You can change gravity for a specific object using the Set Gravity behavior.

 

Physics Refresh Rate: This is the number of times the physics calculations get updated per second. Increasing this makes your physics more accurate and feel less like "jelly", but it will negatively impact your performance. 

 

Physics Iterations: This is the number of physics calculations done each frame. Increasing this will make physics more accurate, but this comes at the cost of performance.

 

 

Increasing your physics refresh rate, and iterations will make the overall feeling of your physics based scenes better. This also means your attachments will feel stronger, and more lifelike.

Note: Increasing these will negatively impact your performance, so adjust these settings with caution. Remember, slower devices may also be playing your games.

 

 

 

Global Behaviors

Any logic you add on the global behaviors will be executed at the beginning of each scene in your project.

Note: If you're referencing an object in one scene, it may not exist in the other. This may cause unexpected problems. To avoid this, make sure the same object exists in all scenes (using Mirror object), or only select objects on the Global UI layer.

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