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Dear reader, we apologise for not having written comprehensive documentation about logic block networks yet. This will improve soon!

In the meantime, the Level Editor Package contains prefabs for Game Genres in:

Assets/TurboDismount2LevelEditor/Content/Prefabs/Logic Groups

These are examples of what can be accomplished with the logic blocks.


Introduction


The level editor of Turbo Dismount 2 offers a wide variety of logic blocks that offer a lot of creative freedom when designing levels. What follows is an introduction to these logic blocks, as well as an exhaustive list that describes each of them in more detail.

How logic blocks work


Most logic blocks (or nodes) consist of input(s) on the left side and output(s) on the right. A signal created by some event enters the node through the input socket, after which the node alters the signal in its own way, and outputs it onwards to other nodes. Finally, the signal can connected to some visual or tangible elements in the game and activate or alter them.

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That is, a signal flows like this: