The place to get HypeHype Editor help with tool descriptions, examples, tutorials and more. This ever expanding document aims to provide Hype creators with all the help they need to excel at using the editor, easily accessible at the tap of a finger, without leaving the app. You can access the Wiki at any time while in the editor by tapping on the ? question mark icon. In addition to the Help Icon in the main editor HUD you will find additional icons throughout the editor that will take you directly to the Wiki entry for the tool or feature they are associated with.
Scroll down to find a complete Overview of the HypeHype Editor.
While this document is still in development you may not always find all the information you are looking for. If you still have questions check out the HypeHype Discord. There you can discuss Hype creation with HypeHype developers and other Hype creators. Don't be shy, there are many knowledgeable Hypsters on the Discord who are happy to help other creators learn the tools they need to realize their dreams.
The HypeHype Editor allows you to create, edit and remix Hypes!
|Select||Tap to select or deselect objects|
|Multi-Select||Hold one finger down and tap with another to select multiple objects|
|Move||Drag with one finger to move the view|
|Rotate||Drag with two fingers to rotate the view|
|Zoom||Pinch with two fingers in or out to zoom the view|
Tap the Hamburger Icon to access this menu
|Exit||Exit the editor without saving|
|Help||Open the HypeHype Wiki|
Presets provide some pre-made Editor & Hype settings for different game types. Presets include settings for the Editing Plane, Camera & Gizmo and can affect both how editors control work while editing and how the gameplay camera will behave when playing.
Presets can also be edited form this menu. Tap Edit Presets to open the Preset editor.
For more on creating & editing presets visit the Editor Options Wiki
Tap the magnet icon to access the snapping options and select which snapping mode you would like to use.
For more on snapping modes visit the Editor Options Wiki
The Hype Settings allow you to manage a number of options and elements that are shared throughout your Hype.
|Settings||Manage a variety of general setting for your hype including Orientation & Start Behavior Setting Wiki|
|Environment||Manage setting related to the environment like colors, ground type and more Environment Wiki|
|Visual Materials||Create and edit Visual Materials usable by objects in the Hype. Visual Materials Wiki|
|Physical Materials||Create and edit Physical Materials usable by physical objects in the Hype. Physical Materials Wiki|
|UI Colors||Create and edit Colors usable by UI and text in the Hype. Color Wiki|
|Particle Effects||Create and edit Particle Effects usable by Particle emitters in the Hype. Particle Effects Wiki|
|Game Resources||List of resources used in the Hype. Game Resources Wiki|
Quickly set the Hype's view, reset the editing camera or take a thumbnail. For more about working with the camera check the Camera Wiki.
|Set Camera||Sets the Hype’s camera’s position to editor view|
|Reset View||Resets the editor view back to the Hype camera's position|
|Thumbnail||Make a thumbnail for the Hype from the current editor view|
The Quick Menu is an editable menu that provides quick access to some of the HypeHype Editor's features. By default the Quick Menu appears in the lower left of the screen. In this state you can tap the visible options to access them.
Swipe from the Side to open the menu. Tap Edit to edit the menu.
Add more actions from the options in the pop-up window.
Tap the + or - icons to add or remove rows from the menu.
Tap the arrow to move the Quick Menu to the left or right side of the screen.
|Assets||Browse and add assets from the asset library*|
|Logic||Browse and add logic nodes|
|Instances||Browse Instances used in the Hype and add new copies|
*The Asset Library gives access to Premade assets, Visual assets, Music, Sounds & Add-ons.
Tap the 3 dots to expand the Node Panel. In this panel you can browse or search for any node used in the Hype.
Tap a node type to see all copies of that node. Tap an individual node from the list to select it and have the editor camera focus on it.
|Play||Click the Play icon to test your Hype in the editor. Ensure everything works as intended before publishing your Hype.|
|Save||Opens the menu where you can save or publish the Hype and manage Hype Details. Save Page Wiki|
|Editing Mode||Tap to choose between editing modes:|
|Object Editing||Drag from the Editor Mode icons or from the handles around the object to start editing it|
To glue two objects together, drag from the Glue button and release on top of the Glue target object
Tap the Glue button to see and remove Glue connections
To create logic links, drag from the Logic Link button and release on top of the Link target object
Tap the Logic Link button to see, modify and remove Links
When an object is selected 3 handles will appear around it. Use these handles to transform the object on one axis at a time.
The handles are color coded based on which axis they adjust.
|Red edits the X axis||Blue edits the Z axis||Green edits the Y axis|
The handles will appear different depending on the editing mode.
|Arrows move||Circles rotate||Squares scale|
When any item is selected it’s details panel will appear in the upper right corner of the screen. Visual Objects show the Quick details panel by default while Node Objects will show the Advanced details panel. Switch between Quick and Advanced panels by tapping the tabs at the top of the panel.
Check the Details Panel section for more information about working with the Details Panel.
|Group||Make a group from the selected objects for editor use or release them from the group|
|Delete||Remove the selected object from the Hype|
|Copy||Duplicate the selected object|
|Panel||Open the advanced transform panel by tapping the arrow in the lower right|
Tap the Lock icon to lock a certain transform axis, tap again to unlock it.
Locking axis in this menu will only limit movement within the editor not during gameplay.
What values are shown depends on the current Transform Mode on the selected object.
Position shows global coordinates
Rotation shows global rotations as degrees
Scale shows size multipliers. 1 = default scale, 0.5 = lower scale limit, 5 = upper scale limit
|Transform Type||Changing the transform type will adjust how the object is transformed|
Transform is based on the object’s orientation.
For example, if an object is flipped upside down lowering the Y value will move the object up instead of down
|Global||Transform is based on global X,Y & Z coordinates regardless of the orientation of the object or the camera.|
Transform is based on the orientation of the camera:
X moves left or right in the camera view
Z moves forward or backward in the camera view
These may be work-in-progress features, and may change in the coming updates.
Want to replace an asset quickly in your Hype? Using Asset Replace will allow you to replace one asset with another without losing all of the logic and settings that have been applied to the original object.
Step 1 - Select the asset you'd like to replace and make sure you have the Basic Details panel visible.
Step 2 - Tap the preview image of the asset in the details panel.
Step 3 - Select a new asset from the asset library. If the new asset is part of a set you will be asked which object from the set you want to use.
Step 4 - Asset replaced. All Nodes from the original asset are now a part of the new asset.
These tools can be used to organize & simplify editing.
Holds a collection of Nodes and a reference object. Add-ons can be applied to any object in a Hype, giving that object the properties contained within the Add-on.
Drag an Add-on to an object to apply it's contents to that object. For example you could apply a jump Add-on to your game character to give it the ability to jump. Once applied to an object Addons cannot be edited
For more information on working with Add-ons check out the Add-ons Wiki Entry.
Can hold a reference object and Nodes that can be copied throughout your Hype. Instances can be copied to create more of the containing object and logic or applied to other objects to add the logic to different objects.
Editing the object & Nodes that are contained within the Instance or any of its instanced copies throughout the Hype will change every instance in the Hype. The Instance Node is great for things like collectable coins.
For more information on Instances check out the Instances Wiki Entry.
A container for Nodes & Node Objects.
Drag and drop Nodes to the Container to add them to it. Containers can be closed and opened, hiding or showing the contained Nodes in the editor view. Use containers to organize logic nodes and reduce logic clutter in your Hype.
For more information on working with Containers check out the Containers Wiki Entry.
Hold one finger down while using another finger to tap on objects you want to select.
Tap the Area Pick icon in the Quick Menu to activate a rectangle selection tool for selecting multiple objects quickly!
Hypes can be saved as private drafts, saved as Unlisted or published publicly.
Drafts are saved to HypeHype servers and are available to your profile across devices but will not appear in public feeds, searches or on your public profile and cannot be used in playlists. If you share a draft link with someone they will be able to play and remix your draft. Drafts will not have saved leaderboards or other social features.
Unlisted Hypes share all the characteristics of published hypes except they do not appear in public feeds, searches or on your public profile. Unlisted Hypes are commonly Hypes that are part of a progression based playlist.
Published Hypes are saved and shared publicly. They can appear in public feeds and searches and are available through the creator profile. Once a Hype is published it can still be edited. When saving changes to a published Hype those changes will immediately be applied to the published Hype.
Automatic save system records a backup of your Hype. If the editor crashes, you’ll be able to recover an autosave on the next time you open that Hype! Remember to save it afterwards!
Nodes give objects attributes and behaviors.
Nodes can be attached to any object.
By default, objects from the asset library already have a Visual Node, which controls the visual properties of the object including it's 3D model & visual materials. Some objects may also have a Physical Node that define physical properties.
Objects that do not have a Visual Node appear in the editor as colored tiles that are generated upon adding new Nodes from the Logic panel. These objects are invisible during gameplay.
All objects can hold up to 9 nodes (not including Visual & Object Nodes). Additional Nodes can be added by opening the details menu of an object and clicking the ➕ button next to the object Node.
Each Node has editable parameters that can be accessed via the Advanced Details panel when an object is selected.
Add new Nodes from the ➕ button, and remove them via the 🗑️ button.
Executing a Node means that the Node performs its function.
Links allow Nodes to work together to create mechanics and logic functions.
Nodes on a selected object can be linked to other nodes and objects by dragging from the link icon on the right of the object widget. This creates a link that indicates its direction by the little dots traveling along with the link line.
Link color determines its type:
⚫ A grey link is a logical link. It does NOT execute the receiving Node, but instead only sends information like a value. Grey link CAN be switched into a red executing link as shown in the graph below. Some links automatically turn red for convenience.
🔴 A red link is a logical link that CAN send information AND / OR execute the receiving Node. Executing means that it activates the Node once. For example, pressing a Button activates a Timer.
🟢 A green link only sends a "target" from the target object to the receiving Node. It can be physical (ie. Force Node requires a physical target object) or non-physical (ie. Camera or Text)
While an object is selected, playtesting shows an overlay of active value changes related to that object’s Nodes. Not all Nodes are yet supported.
Glue allows objects to be attached to each other, becoming a single physical object.
A selected object can be glued to another object by dragging from the glue icon below.
Tapping the glue button opens a popup of glue details, from which glue connections can be removed.
Glued objects are referred to as childs, and the target object is referred to as a parent. If the glued object has a Physical Node attached, it will inherit physical properties from the parent object. However, its physical material can be changed individually.
When an item is selected it’s details panel will appear in the upper right corner of the screen. Visual Objects show the Quick details panel while Node Objects will show the Advanced details panel. Switch between Quick and Advanced details panels by tapping the tabs at the top of the panel.
|Asset||Tap the image of the asset to swap it out with a new asset from the Asset Library. See Replace Asset for more.|
|Visual Materials||Change the object’s visual materials.|
Quickly change the object’s physics type to one of 3 commonly used options:
Unmovable Object - The object has a physical body but cannot be moved. This is the “Static” setting in the Physical component.
Dynamic Object - The object has a physical body and can be moved by other objects or forces. This is the Dynamic setting in the Physical component
|Collapse the details panel to it’s minimum view showing just the object’s asset preview. Tap anywhere in the minimized panel to expand it back to the Quick Details panel.|
In the Advanced Details Panel you can access all of the Nodes contained within the object. Additional Nodes can be added by tapping the + Icon to the right of the Object Node.
Tap on a Node to expand it’s view and edit it’s parameters.
With the view expanded a small question mark appears over the Node Icon, tap that question mark to access the Wiki entry for that Node.
Links made using nodes in an object will be visualized by lines connecting the component's to the object it is targeting. While the details panel is open this visualization can be changed with the Link Visualization icon at the bottom of the details panel. With this option turned on links will appear between the Details Panel and the targeted objects. With it turned off links will run between the object holding the Nodes and the targeted object.
Particle Effects are used by the Particle Effect Node. Users can create their own particle effects or add pre-made effects from the Asset library. Click the Particle Effect option in the World Menu to create and edit a Hype's Particle Effects. For more on working with Particle Effects check out Particle Effects Management Wiki & Particle Effects Node Wiki
Hypes have 1 light. The Light Node is automatically in every new Hype. To find the node make sure the logic view is enabled and look for this icon:
The light source in HypeHype is a directional light that provides consistent light throughout the Hype. Set the direction of the light by rotating the Light Node.
On the outside wheel you can select the hue of your color. The inner circle determines the brightness and saturation. The larger of the two circles in the lower left displays the currently selected color while the smaller circle displays the last used color.
Clicking the Currently Selected Color circle will bring up an info panel displaying the RGB & HSV values as well as the HEX code for the selected color. Tapping on this info panel will allow you to manually input the HEX code to create a new color, allowing you to match colors with things even outside of the app.
Clicking the Previously Selected Color will make that color the currently selected color. This works across features so, for example, if you are in Particle Effects and make a particle red then go into visual materials and open the color picker that same red will be the previously selected color. This allows you to easily match colors across different aspects of your Hype.