Reusable Containers are good for creating objects that are repeated throughout a Hype and have shared properties. For example collectables, like coins. New instances of the Reusable can added to the Hype by dragging from the Builder Panel or by copying the Reusable Container and selecting Create New Instance.
Reusables can be added from the Asset Library or created by turning a Simple Container into a Reusable Container.
|Reusable Name||Name the container so it is easy to identify. This is particularly important when doing more complex logic that may include many different containers controlling different things.|
|Type||Change the type of container: Plain Container, Add-On or Reusable|
|Follow With Camera||The Game Camera will move into position and target instances created from the Reusable Container|
|Override Object Group||Override the Object Group of objects the Reusable is applied to with the object group of the reference object within the Reusable Container|
|Override Physical Props||Override the Physical properties of objects the Reusable is applied to with the Physical Properties of the reference object within the Reusable container|
|Inputs||Inputs added to the container appear here|
|Outputs||Outputs added to the container will appear here|
|Edit Redirects||Add/edit/remove inputs and outputs for the container|
Inputs and outputs allow you to send values or other signals into or out from the Reusable Container without having to edit the individual nodes inside. Inputs in Reusable Containers will appear as editable parameters in the Basic Details Panel of objects that have the Reusable applied to them.
|Inputs||Existing inputs will be listed first. Tap the name to rename the Input, Tap the trash can icon to delete the Input.|
|Add Inputs||Tap to add inputs|
|Input Type||This menu appears when adding a new input. Select the type of input you’d like to add|
|Outputs||Existing outputs will be listed first. Tap the name to rename the Output, Tap the trash can icon to delete the Output.|
|Add Outputs||Tap to add outputs|
In the Builder Panel tap on a Reusable then tap Edit to find the Reusable Container in the editor and make changes. The Reusable Container will be made visible and the Editor Camera will focus on it. When you are done making changes tap Hide to hide the Reusable Container in the Editor.
Edits made to the original Reusable Container will also be applied to any instances that have been made from it. Let's say we decide we want our coins to be diamonds. Select the Coin that is inside the Reusable Container and tap the visualization of the Coin in the Basic Details Panel. This brings up the Asset Library from which you can select a new model that will replace the Coin when selected. See that all Instances created from the container will also change to the new model selected.
New Instances of a Reusable Container can be added to a Hype by dragging directly from the Builder Panel into the Hype or by duplicating the container using Object Tools.
Reusable Instances may have some adjustable parameters. These parameters are found in the Basic Details Panel.
When duplicating a Reusable Container using Object Tools you will be presented with 2 options:
This will create a new Instance of the Reusable that can be placed in the Hype.
When editing the Reusable, either the original container or any of its instances, those changes will also be applied to all of these copies.
This will create a new, separate version of the Reusable Container.
Edits made to the original Reusable will not affect this new one and edits made to this new one will not affect the original.
*Note: Reusables were previously called Instances and the Node icon in the editor has been updated. In these videos the Reusable is referred to as an Instance and it has the old “gift box” icon.
Adding Collectables Tutorial
This video includes working with instances & using Add-ons to add game logic to a Hype.
How to Create Hazardous Spikes
Using Premades & Add-ons to add game logic
How to Change Jump Animation in Premade Playable Character
Editing Add-ons & Instanced containers in Premade assets.