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Foreword

Hi! I’m TAPgiles. You may have seen me around—sensing someone in need of help, diving in to save a project from stalling because of some problem or other, and bouncing out again like a ninja but in a good way.

I’ve actually been doing that full-time for about a year now… and I’m not saying I’m better than Batman but he’s a part-timer at best. The reason I do this is because I think one of the most important and healthy things you can do as a human being is to create. To bring something new into the world, to communicate those more subtle and complex ideas with others, and for the sake of our own sanity.

For a long while, I did this out-of-pocket. But more recently, thanks to the support of Dreams creators such as yourself, I’ve actually been able to pay bills at the same time. This is amazing! Not just because I don’t have the sword of Damocles dangling over my head quite so much—though, life, am I right?—but also because it’s allowed me to do things like this.

Speaking of which, if you’d like to join my supporters and help fund more projects and ongoing work helping the coMmunity, I’d really appreciate it if you’d consider sending me a tip through Patreon, Paypal, Twitch, or Ko-Fi.

And a huge thank you to the people who have donated so far. A huge round of applause everyone! (Claps alone in his room.)

I’ve spent many months on this. There’s more features I’d like to add to it, and a few minor clarifications to add once I can confirm things with the folks at Mm… but it’s here!

In fact, I’ve had this in the works since beta ended. That’s when I started work on the first version of this documentation in Google Docs. That’s why I made the Icons Guide, in fact—to allow me to add icons in the documentation of my dreams. (Clears throat.)

And now’s the time! I hereby bequeath to the internet… Dreams Documentation! (Choir singing in background.)

Oh, and if you spot anything missing or incorrect or even just unclear, drop me a message anywhere you can find me. My DMs are always open. Twitter | Reddit

Tips

I've made this document as easy as possible to use. But here’s a few tips for getting the most out of it.

If you want to search the entire document, use your browser’s “find in page” function. Most computers have the shortcut CTRL + F or CMD + F to do this.

Main headings all have bookmarks (or “anchors”) you can use to send people to the right places. These are also used for the cross-reference links you see dotted throughout the document. When a heading has a bookmark, it has a hash/pound/number symbol # before the heading and a space. So if you want to skip to the teleporter gadget, search the page for # teleporter and you'll teleport to that section! (Ahem.)

Also, you'll find video references that look like this: (Mm). Just click/tap on one to go to the point in the video discussing or demonstrating whatever you were reading about in the documentation!

Table of Contents

Contents:

While I solely write and maintain this document, I couldn’t have got started on such a large project without the help of other dreamers.

First and foremost, my supporters. These kind dreams creators have donated towards my living expenses since the start of my going full-time, and those people have played a big part in making the TAPgiles Dreams Documentation become a reality.

Others of the Dreams teaching community have been a big help also, especially in the early days of writing the first version of this documentation.

I’d like to give a special thanks to LadyLexUK and QuietlyWrong who wrote the DreamSchool documentation articles, which I used as reference for things like setting names and icons when I was away from my PS4.

Throughout this document are links to specific time stamps of videos created by myself and the community. Each such link uses a code to remind you of who made the video. For example (Mm) means Media Molecule made the video that is linked to.

A big thank you to everyone listed below for creating content to help the community. Videos by other creators and teachers were vital to the creation of the early versions of this documentation. Thank you all!

Aecert (Ac) : Youtube (8), Twitch . PSN: Aecert

: (8), . AmazingOomoo (Ao) : Youtube (2).

: (2). Atomtwix (At) : Youtube (1).

: (1). Bogdan Vera (Bg) : Youtube , Twitch (3). PSN: Doepfish

: , (3). CuriousCat (Cc) : Youtube (23).

: (23). JimmyJules153 (Jj) : Youtube (223). PSN: JimmyJules153

: (223). Lucid Stew (Ls) : Youtube (1). PSN: Lucid_Stew

: (1). Media Molecule (Mm) : Youtube (114), Twitch . MmDreamQueen. PSN: MmOfficial

: (114), . NeonTheCoder (Ne) : Youtube (1). PSN: NeonTheCoder

: (1). Pookachoo (Pk) : Youtube (108). PSN: Pookachoo

: (108). TAPgiles (Tg) : Youtube (539), Twitch (110). Supposer. PSN: TAPgiles

# Creation Types

There are four types of creation.

Contents:

Dreams are rectangular. They contain scenes or other dreams. (Tg) These can be linked together by plugging wires into doorway nodes of different scenes. If there is more than one scene that could be seen within the dream map, a map button is shown on the dream’s cover page.

Dreams can have a maximum of 200 scenes (including scenes nested within other dreams). Dreams can be nested up to 4 deep—including the top-level dream. Only 50 dream creations can be contained within another dream.

If a player has played the dream before, a red reset button is shown on the dream’s cover page. Click this and confirming will delete all data about their playthrough including persistent variables and which scenes they’ve played and which was the last one they played.

When a scene is within a dream, the current values of any variables marked “persistent” will be saved before leaving that scene. And if the dream is in the dreamiverse—whether private, mixable, or playable—scoreboards will keep a record of all posted scores coming from any scenes within it.

They cannot be remixable. (Tg)

Map

Scenes and dreams will appear as thumbnails. Hovering over these thumbnails will show a tooltip with the name of that creation and its owner.

If a scene is added and it is the only scene in the dream, a wire is taken from the dream’s entrance doorway into that scene. (Tg)

Use to remove a scene or dream. Use to add a single scene or dream to the selection, and use to cancel the selection. Use to drag them around. If dragging a selected scene or dream, all selected scenes and dreams will also be dragged.

Doorway nodes can be connected using wires. Hovering over a node will show the name of the corresponding doorway gadget or node. Tweaking one of the dream’s doroways on the outside edge of the screen will edit the name of that doorway node.

To take a wire from one doorway, use or on a doorway node. To plug the wire into another doorway, use or on the target doorway. (Tg)

If wiring from an exit, it can only connect to entrance or two-way doorways. If wiring from an entrance, it can only connect to exit or two-way doorways. If wiring from a two-way doorway, it can be connected to any kind of doorway. (See Gadgets > Doorway Gadget.)

When wiring into a doorway on the edge of the dream, it will change to fit the match the source of the wire.

For example, wiring an exit into the dream’s doorway will turn the dream’s doorway into an exit.

Use on a wire to remove it.

The edge outline will adjust to fit as objects are added, removed, and moves around the map.

Menu

Search

Searches for scenes or dreams you own, are a collaborator on, or are remixable. Doorways will be shown as nodes on the edge of the thumbnails. Select one to add it to the dream map.

If no entrance doorway exists inside the scene or dream, one will be added. If no wires connect to the dream map’s entrance node, one will be added going from it to the newly added scene or dream.

Move

Shortcuts

DS4

moves

: When using the. When using the, primary

Drag scenes, dreams, scribbles, and notes around. Can also tilt the controller to rotate the held object.

Clone

Shortcuts

shift

: When using any control scheme,

Make a copy of a scene, dream, scribble, note, or doorway of the dream.

Shortcuts

shift

: When using any control scheme,

Tweak the settings of a scene or dream, the text of a note, or the name of a doorway of the dream.

Delete

Shortcuts

: When using any control scheme,

Use on an object or wire to delete it.

Use to draw a glowing, slightly transparent line.

Pull the trigger lightly to make a thinner line and harder to make a thicker line.

Hold shift to adjust the range of thicknesses so the line can be thicker while using .

Draw with to use the medium thickness—the thickest line you get without holding shift.

# Change Colour or Font

Use or on a scribble to change its colour.

Use on a note to change its colour and font.

# Add Note

Click anywhere to add a new piece of text and begin editing it. This text will use the selected Colour and Font.

Tweak a note to edit its text. Use the Change Colour or Font tool to change its colour or font.

Doorway

Adds a doorway to the outer edge of the dream. Once linked to a scene or dream with a wire, it becomes the same type as that doorway.

These can then be named by tweaking them, and moved around the edge and cloned.

A list of 10 colours, used by scribble and notes. The colours are as follows:

White.

Light Blue.

Dark Blue.

Purple.

Red.

Desaturated Purple. Note, the difference between this and Purple is not pronounced in the menu.

Orange.

Yellow.

Green.

Desaturated Green. Note, the difference between this and Green is not pronounced in the menu.

Used when Scribbling or using the Change Colour or Font tool.

A menu of all fonts in the game.

Used when adding a new Note or using the Change Colour or Font tool.

Allows you to select a photo to use as a background for the map view.

Note, once a background image has been selected it cannot be removed; only replaces with a different background image.

The opacity of the image can be adjusted using Background Opacity.

# Background Opacity

How opaque the background image is.

Clear Scribbles

After confirming, deletes all scribbles.

Update

Displays the number of contained scenes or dreams that have a later version that any contained by this dream.

Contained scenes and dreams will use the version that was imported. Use this to update the references to different versions, much like the Update Mode while editing a scene or element. (Tg)

# Edit Contained Scene or Dream

Use shift + on a scene or dream to adjust its settings.

# Lock Mode

There are 4 lock modes, and these affect how scenes are shown and how they can be interacted with within the dream’s map.

A scene has a locked state and a visibility state. When unlocked, the scene can be clicked on in the map view to get to its cover page. When locked, the scene cannot be clicked on but is visible. When visible, a scene can be seen within the map view. When invisible, it cannot.

“Unlocked Initially” - always seen, always clickable.

“Locked Initially” - always seen, clickable only if the player has played that scene through the dream.

“Invisible Until Discovered” - seen only if the player has played that scene through the dream.

“Always Invisible” - never seen.

Assign Scoreboards

A list of all scoreboards the dream has, each with checkboxes next to them (off by default).

When a scoreboard has been assigned to one or more scene but none of those scenes are visible to the player, that scoreboard will also be hidden from the player.

Persistent Variables

When inside a dream, scenes can store values between playthroughs and between scenes. (See Gadgets > Variable Gadget.)

If a dream is inside another dream it will share the parent’s persistent variables, unless “Dream within a Dream” is turned on for that sub-dream. (See Dream > Dream within a Dream.)

When uploaded to the dreamiverse, a dream can display scoreboards from the cover page and scores can be posted from scenes within the dream. (Jj) (See the Score and Score Modifier gadgets.)

If you own the dream, you can edit the scoreboards to tell Dreams what kind of scoreboard it is. Click on the scoreboards icon on the cover page, scroll over to the scoreboard you want to edit, and then click on the pencil button on the top-right. (Jj) Here you can set a number of options:

“Score Unit” has two options. “Number” will display the score as a number. “Time” will display the number as a time, with the integer part of the score representing one second.

“Better score is…” has two options. “Higher” will sort the scores highest-first. “Lower” will sort the scores lowest-first.

“Multiplayer Boards” has two options. This option is used when there have been scores posted for that number of players to that scoreboard, without the “multiplayer” option turned on for that score gadget.

“Separate” will show a dropdown to select the player count of the scores to show (so if “2 Player” is selected, only 2 player scores will be shown).

“Combined” will display all such scores in the same view, with no dropdown to filter them. Note that changing this option will reset all scores.

# Dream within a Dream

When this setting is turned on for a dream contained within a parent dream, when the player is sent to the sub-dream via a wire it will be as if they exited and went to that dream directly. (Tg)

Any scores and variables will use and save to that dream and not the parent dream.

When exiting that sub-dream, the entire dream will be exited.

Scenes are circular. They contain external elements, and things created directly inside the scene. All scenes have an entrance by default. They can also have doorway gadgets that will show up as nodes when linking scenes in a dream. (Tg)

They may be remixable.

Elements are hexagonal. They may are individual creations that people can bring into other creations. They may contain external elements. (Tg)

They are always remixable.

Making an element with interactive elements can make developing another element a lot easier to manage, avoiding having to bounce back and forth between elements and scenes to simply test if some piece of logic works. (Tg)

For example, you have a character as a separate element. You want to add logic to it so it can interact with something in the scene itself. So you can make a small test element that contains those elements from the scene, import it while working on the character, and then delete it when you’re done.

Collections look like a circular dotted line with 3 thumbnails of contained creations featured. These may contain any kind of creation. (Tg)

They cannot be remixable.

# Cover Page

Scroll right to find further menus for the creation.

Customise

Set the style and look of the cover page.

Done

Saves the changes and exits customisation.

# Fonts List

Displays a preview of the creation’s title in boxes, each using a different font. The font that is used shows a green on its top-right corner.

Navigate left and right through the font list by dragging with or using .

Language Fonts

Shows options for different language types. Once selected, only fonts that support those languages will be shown in the font preview list.

If a language set is chosen that the currently selected font is in and the green tick is clicked, the previously chosen font will be saved.

The language sets are as follows:

Western Fonts: Contains characters for English, French, Italian, German, Spanish, Porugese, Polish, Greek, Dutch, Danish, Finnish, Norwegian, Swedish and Russian.

Arabic.

Chinese (Traditional).

Japanese.

Korean.

Randomise

Randomises font and colour.

# Colour Scheme

Shows 8 previews for the allowed colours. The selected colour will affect the buttons a player sees on the creation’s cover page, as well as the thumbnail’s outline.

Picked randomly when a creation is first saved.

A green is shown on the top-right of the currently selected preview.

The colours are as follows:

Orange.

Purple.

Turquoise/Aquamarine.

Green.

Yellow.

Pink.

Blue.

Teal.

Set Background Photo

Shows a list of photos taken within Dreams. The currently selected photo has a green on the top-right.

Selecting a photo and saving will copy the photo into the creation as its thumbnail.

Note that any photos taken will be removed when a creation is deleted. So when creating a temporary scene to make a nice thumbnail image, save the creation and set the cover page of the creation in question before deleting that scene.

A “Take a photo…” button can be clicked to launch the game straight into photo mode.

Set Collection Icon

(Only available when accessed from a collection you own.)

Click to see a preview of the collection’s thumbnail, with three thumbnails of contained creations. Click on one of the slots to set it to use the creation’s thumbnail instead.

Has 4 options:

“Send to a Dreamer” allows you to search for dreamers. Press on a dreamer to send the creation to them (note there is not confirmation button). (Unavailable when the creation is not public or playable.)

“Send to a Dreamer” allows you to search for dreamers. Press on a dreamer to send the creation to them (note there is not confirmation button). (Unavailable when the creation is not public or playable.) “Add to Another Creation” allows you to add the creation to another. Any creation can be added to a collection. Scenes and Dreams can be added to dreams. Elements can be added to scenes. (See Creation Types.)

“Add to Another Creation” allows you to add the creation to another. Any creation can be added to a collection. Scenes and Dreams can be added to dreams. Elements can be added to scenes. (See Creation Types.) “Play Later” adds the creation to your “play later queue. This queue can be accessed through your profile page. (Unavailable when the creation is not uploaded.)

“Play Later” adds the creation to your “play later queue. This queue can be accessed through your profile page. (Unavailable when the creation is not uploaded.) “View on Indreams.me” shows a screen displaying the indreams url for the creation. (Unavailable when the creation is not uploaded.)

# Creation Settings

Settings for this creation.

Visibility

A tab containing related settings.

# Creation Listing Status

A creation can only have one of the following listing statuses:

“Unlisted” means cannot be found in searches or dreamsurfing listings etc. (Tg)

“Unlisted” means cannot be found in searches or dreamsurfing listings etc. (Tg) “Listed” means can be found in searches and dreamsurfing listings etc.

Archive

Hides the creation in My Creations (including from you), and sets the creation to Unlisted. Also asks if you’d like to delete the locally stored version automatically. (Tg)

If this is already lit, clicking the button will restore it, undoing its Archived status.

Collaborators

A list of players currently added as collaborators. The owner can use to remove any collaborators, and a collaborator can use this to remove themselves as a collaborator. (Tg)

If no players are added as collaborators, an “Add Collaborator” button is shown. Click it with to search for players.

Use on a player’s imp to reveal a green envelope icon above them. Then click the green in the top-right to send invitations to those players. (Tg)

This notification has an Accept and Reject button. The player must click Accept to become a collaborator on that creation.

Once they are a collaborator on a creation, it will appear in their My Creations list. When they view My Creations, creations they are collaborating on will be in a separate tab. (Tg)

Collaborators may only upload changes privately. Only the owner may publish it as playable or public. (See Pause Menu > Save and release this version.)

Note, up to 10 players can be added as collaborators at any given time. The “by” list on the cover page will show those players and any players that uploaded existing versions of the creation.

Report…

Has 3 options:

“Copyright Issues” opens a browser window direct to copyright.indreams.me. Also shows the longofmr ID of the creation.

“Give it a Thumbs Down” will tell the system you want to see this kind of thing and content from its creator less. This is not shown in any other place, and does not affect the like count.

“Give it a Thumbs Down” will tell the system you want to see this kind of thing and content from its creator less. This is not shown in any other place, and does not affect the like count. “Report Creation” will allow you to report a creation that violates the Dreams guidelines. Click it to see which things you can report a creation for. This does not include things like theft from other creators or use of copyrighted material or intellectual property.

Reset Progress

While playing a dream, the last played scene as well as any persistence variables are stored locally. This button will delete all data from previous plays.

# Play , View

Plays the creation.

If the creation is an element, shows as a “View” button. Otherwise shows as a “Play” button.

View Map

In-game, this is simply dubbed “view.”

Only shown on dream creations when there is at least one visible scene. (See Dream > Lock Mode.)

Shows the map of scenes and dreams contained in the creation.

Edit

Edits the creation.

Creates a copy of the creation, with a credit reference back to this version including its genealogy.

Gives options to release the creation as public or playable. (Tg) (See Pause Menu > Save and release this version.)

Photos , Take a photo…

A list of photos taken with this creation, and buttons to release, archive/restore, and delete the local copies of those photos. This list can be sorted and filtered.

If no photos have been taken for this creation, shows a “Take a photo…” button instead. This will play the creation Paused in Photo Mode.

Comments

Shows all comments made on the creation. The name of the player who left the comment is shown above the box, and their imp is shown to the left of the box.

Comments that are too long to be shown within the box can be scrolled up and down using .

“Write a Comment” lets you leave a new comment. Four buttons are first shown, to let you select what type of comment you wish to leave (see below).

At the top of the screen are tabs to only show the corresponding comments. There are 4 types of comment a player can leave:

“Comment/Discussion” for simple comments that do not fit the other types.

“Feedback” for suggestions and feedback on the creation.

“Feedback” for suggestions and feedback on the creation. “Bug” for reporting a bug experienced while playing the creation.

“Bug” for reporting a bug experienced while playing the creation. “Review” for comments concerning the quality of the creation.

Comments have 4 buttons beneath them:

“Thumb Up” will upvote the comment.

“Thumb Up” will upvote the comment. “Thumb Down” will downvote the comment, and hide the contents of that comment from you (though a button can be used to temporarily show the contents again). If a comment gets enough downvotes it will be hidden for all players.

“Thumb Down” will downvote the comment, and hide the contents of that comment from you (though a button can be used to temporarily show the contents again). If a comment gets enough downvotes it will be hidden for all players. “Report…” will show a screen with 3 buttons: “ Comment,” “ Block User,” and “ Report Comment.”

“Report…” will show a screen with 3 buttons: “ Comment,” “ Block User,” and “ Report Comment.” “Reply” will allow you to reply to that comment. The screen will change to show the comment being replied to and the normal comment box.

Versions & Release

A list of all versions made of the creation. The player who saved the version, the time it was saved, and its version notes are shown below the version’s thumbnail. (Tg)

Click on a version with for more details, edit the version notes, and manipulate the version with the following buttons:

“Play/View” to play that version.

“Play/View” to play that version. “Edit this Version” to edit that version. Using this, that version can be saved again to become the latest version. (Tg)

“Edit this Version” to edit that version. Using this, that version can be saved again to become the latest version. (Tg) “Delete” to delete that version.

“Delete” to delete that version. “Release” to release that version as the latest version. Only available to the owner. (See Cover Page > Release.)

Genealogy

Shows a list of other credit-linked creations along with their thumbnail, published status icon, and owner. This list is searchable, and filterable by tag and category.

Private creations are shown with no thumbnail name or owner.

There are 3 tabs:

“Contents” shows creations this creation contains.

“Used In” shows creations this creation is contained in.

“Remixes” shows creations that are remixes of this creation.

Click on a creation with to go to that creation’s cover page. Use shift + to go to its genealogy.

# Pause Menu

Pause at any time using .

Help

Information on creation types, tagging, release rights, controls, how to turn on more info and prompts, “where to start” which describes how to import assets from the dreamiverse and find the in-game tutorials, a link to indreams.me, and a word on copyright and intellectual property.

Video Player

A searchable and filterable list of all in-game tutorials. Click on one to show the video playing in the corner of the screen while editing your creation as normal.

Send to , Creation Settings

Shortcuts to "Send to..." and Creation Settings.

# Photo Mode

Shortcut to (See Modes > Photo.) but with electronics unable to be displayed.

Describe VR Experience Level

Rate how experienced a player should be before playing this. Reveals 3 selector buttons:

1: Can be played with very little experience. Indicates little to no camera movement required to play.

1: Can be played with very little experience. Indicates little to no camera movement required to play. 2: Should be played with those a little more experience, with caution. Indicates some camera movement.

2: Should be played with those a little more experience, with caution. Indicates some camera movement. 3: Should only be played by players with a lot of experience using VR. Indicates lots of intense camera movement.

The average rating from players is shown on the cover page of the creation.

Thumbs Up

Click this to give it a big like and a massive thumbs up.

Play , View

Shortcut to Play or View the creation.

Remix

Shortcut to remix the creation.

My Preferences

Opens the Preferences screen.

Quick Save

Saves in the local “quick save” slot of the creation.

Note, only one quick save slot is available per creation. Any data about the previously quick saved version will be lost.

# Save Version

Saves, publishes, and uploads the creation in different ways. (Tg)

On the left side the Creation Name is shown. Also the current thumbnail (before saving) is shown.

Search Listings

(See Cover Page > Creation Listing Status.)

Edit Audio Preview

If audio was played from the creation, a screen is shown allowing you to edit the 3 second audio preview of the creation.

“Choose a New Preview” shows a graph of the volume over time of the up to 12 seconds of audio recorded. A window is shown over this visualisation indicating which part of the recording will be used as the audio preview. Drag the window with or .

Click the “ Reset to Default” button to reset the window to the centre of the recording. Or, if the recording didn’t fill the 12 seconds, to the start of the recording.

Press the “ Play Preview” button next to it to preview the selected slice of recorded audio. Press the “ Listen to Current Preview” button below to listen to a previously set preview.

If no audio was played while editing the creation, a message requesting that audio be played from edit mode be done before trying again.

Click Yes to view the element and see a graph visualising the audio as it is recorded. Then pause and select Edit Audio Preview again to edit as normal.

# Save and release this version

Uploading a creation will require any contained creations to be uploaded to at least the same degree of “publicity.” Also, if a creation to be uploaded is a remix of another creation, that other creation must be released as remixable.

Creations that must be uploaded are shown in a list, each with buttons with options for how it is to be released. When choosing to make a creation playable or public, listed status can also be chosen. (Tg)

“Release as PLAYABLE.” Requires all contained elements to be uploaded as private or remixable. (Tg)

“Release as PLAYABLE.” Requires all contained elements to be uploaded as private or remixable. (Tg) “Release as PUBLIC.” (Remixable.) Requires all contained elements to be uploaded as remixable. If the creation contains private creations that you don’t own, a warning saying it cannot release the creation as public as it contains PRIVATE creations. Clicking on this button will show those creations.

Save this version as PRIVATE

A private creation is uploaded to the servers, but no one can see it apart from you and any collaborators set on the creation. (Tg)

Requires all contained elements to be uploaded as private, remixable, or playable. (See Pause Menu > Save and release this version.)

Save this version to your PS4™ System

Saves a version locally. (Tg)

Version Notes

Text saved to describe the version for later reference. (Tg)

# Categories & Tags

At the top of the screen the category is selected. A subcategory may optionally also be selected. The categories are as follows:

“Game” has the subcategories: Single Player, and Multiplayer.

“Audio-Visual” has the subcategories: Feature, Short, Visual Novel, and Music.

“Showcase” has the subcategories: Gallery (for showing art), Expo (for showing interactive objects), and Set (for showing props).

Across the bottom of the screen, tags can be selected and added.

There are many built-in tags shown by default, which are automatically translated for players using different language settings on their PS4. The built-in tags are the following:

Abstract, Action, Adventure, Air, Alien, Ambient, Animal, Art Deco, Art Nouveau, Asset Creation, Baroque, Bathroom, Bed, Bedroom, Black, Blue, Blues, Boat, Brawler, Brown, Building, Calculator, Car, Cartoon, Chillout, Cinematic, City, Classical, Classicism, Cold, Colourful, Combiner, Comedy, Controller Sensor, Country, Countryside, Cute, Cutscene, Cyan, Dance, Dialogue Text Displayer, Doorway, Drama, Draw Notes, Drum ‘n’ Bass, Electronic, Emitter, Exclusive Gate, Expressionist, Fantasy, Fighting, First person, Flower, Fog, folk, Four-Legged, Funk, furniture, Futuristic, Galaxy, Garden, Goth, Gothic Art, Grab Sensor, Grade & Effects, Grass, Green, Grey, Gyroscope, Hand-Drawn, Heavy Metal, Hip-Hop, Historical, Horror, Hot, House, Human, Ice, Imp, Impressionist, Indigo, Instrument, island, Jazz, Kitchen, Level Assembly, Level Design, Light, Lighting, Living Room, Lounge, Magenta, Modern, Monochrome, Musical, Mystery, Nature, Noir, Office, Orange, Outer Space, Party, Path, Perform, Piano roll, Pink, Pixel, Planet, Plant, Platform, Pop, Pop Art, Prize Bubble, Prop, Psychadelic, Puppetry, Purple, Puzzle, R & B, Racing, Realism, Red, Reggae, Road, Robot, Rock, Romance, Room, Rotator, RPG (Role Playing Game), Satire, Science Fiction, Score, Score Modifier, Sea, Selector, Shooter, Simulation, Skyscraper, Space, Spaceship, Splitter, Sport, Stairs, Stealth, Still Life,Stone, Stop Motion, Strategy, Street, Street Art, Sun & Sky, Superhero, Supernatural, Surreal, Surrealism, Survival, Synth, Tag, Tank, Techno, Text Displayer, Third person, Thriller, Town, Train, Truck, Typography, Underground, Universe, Village, Violet, Wall, Water, Weapon, Weird, Western, Whimsical, White, Wind, Window, Wood, World, Yellow.

Click “Add Tags” to choose from tags you have added to creations before. From there, click “Create a Tag” to create a new tag and automatically select it.

Rewind

Rewinds the current scene and resumes playing.

Exit

Exit from the creation.

If there are unsaved changes for the creaiton, you areasked if you would like to “Save this creation before leaving?” You can select from the following options:

“ Don’t Save” to exit without saving.

Don’t Save” to exit without saving. “ Back” to not exit.

Back” to not exit. “ Save” to quick save and exit.

Back to Play Mode

Resumes playing the scene you paused at.

Back to Edit Mode

Resume editing the creation.

Main Menu

Regardless of where you are, always returns to the main menu in your homespace.

All preference settings for Dreams.

Controls

Control Scheme

Control Scheme

- “Motion Sensor Function”

“Left & Right Sticks”

Imp Sensitivity

How quickly the imp moves across the screen when tilting the controller.

Imp Speed

How quickly the imp moves across the screen when pushing the left stick.

Imp Acceleration

How quickly the imp gets to full speed when pushing the left stick.

Vibration Strength

How strong the vibration/rumble features of a game is. (See Gadgets > Rumbler Gadget.)

Toggles Instead of Holds

When on, actions that normally require holding a button or trigger will instead be turned on by pressing that button once. Then to turn off that action, press that button again.

When using the move controllers, the primary move controller is be used to do most actions, with the secondary move controller tweaking settings and bringing up the menu.

The hand holding the controller affects certain things such as the side the menu flips out on.

“Left” will assume the primary controller is being held in the left hand and the secondary controller being held in the right hand.

“Right” will assume the primary controller is being held in the right hand and the secondary controller being held in the left hand.

Camera

Invert Camera Y

When off, pushing up on will look up and move the camera down relative to the centre of its orbit.

When on, pushing up on will look down and move the camera up relative to the centre of its orbit.

3rd Person Camera Speed

How fast the camera orbits around the central focus point when pushing on .

# DreamShaping Camera Speed

How fast the camera moves in free roam mode while editing a creation.

Display

Visuals

Screen Shake

How much the screen can shake from the use of a Screen Shaker gadget.

Motion Blur

How much objects will be allowed to blur when moving at speed. (See Grade & Effects Gadget > Motion Blur.)

Enable UI Effects

When on, Dreams menus have effects applied to them giving them movement and colour.

When off, Dreams menus have such effects reduced or turned off entirely.

Show Watermark

How opaque the Made in Dreams watermark in the bottom-right corner of the screen is.

Show Prompts

When on, prompts are shown next to the imps depending on the situation and what is being hovered over.

When off, such prompts are hidden.

Show More Info

When on, shows more info about settings and buttons after hovering over them for some time.

Adjust More Info Timing: Tweak Menu & Dreamiverse Buttons

How long a setting or dreamiverse button must be hovered over before its More Info box appears.

Adjust More Info Timing: Create Menu Buttons

How long a create menu button must be hovered over before its More Info box appears.

Release Prompts

When on and you release a scene, a reminder that a scene must be added to a dream to appear in Dreamsurfing will be shown, with buttons to automatically make a new dream and add the scene to it.

Re-Centre Imp Reminder

When on and the imp is left at the edge of the screen for a certain amount of time, a reminder of how to re-centre the imp is shown.

Audio

Volume

Music Volume

The volume of audio on the Music channel.

Note, this channel will automatically be set to 0 while playing music in another app on the PlayStation. For example, using the Spotify app.

Sound Effects Volume

The volume of audio on the sound effects channels.

Voiceover Volume

The volume of audio on the Voice channel.

Enable UI Sounds

When on, user interface sounds will play in create mode when hovering, activating settings, tools, modes, etc.

Subtitles

Show Subtitles

When on, Subtitle Displayers will be rendered. Also a preview of how subtitles will look is displayed at the bottom of the screen.

Subtitle Size

The size of subtitles when shown. The available sizes are:

Small.

Medium.

Large

Dreamshaping

UI

User Interface settings.

UI Size

The size of menus and icons in edit mode. The sizes are as follows:

Small

Medium

Large

Maximum

Visual Feedback

How much visual feedback is used to indicate what scope you are in while editing a creation.

“Minimal” does not show visual changes for objects out of the current scope.

“Moderate” blurs objects outside of the current scope.

“All” blurs and desaturates objects outside the current scope.

Menu Position (Wireless Controller)

Where the menu will appear when using the Dualshock 4 controller.

“Top” places the menu at the top of the screen, with sub menus appearing below.

“Bottom” places the menu at the bottom of the screen, with sub menus appearing above.

Show Floor Guide

When on and you enter edit mode, the floor guide will be on by default.

When off, the floor guide will be off by default.

Tools

Default Sculpt Mode Tool

Which sculpt tool will be equipped when entering Sculpt Mode. The available default tools are as follows:

Social

Streaming Camera Position

The corner that the camera feed will be shown in while streaming. Click on the preview with to cycyle through the following options:

Top Right (default).

Bottom Right.

Bottom Left.

Top left.

Visible on Indreams.me

When on, your creations and profile will be shown on indreams.me.

Visible in Promotional Materials and on our Live Streams

When on, your permission is given for your PSN ID to be used in promotional materials and on Media Molecule live streams.

Blocked Players

Click the button with to see a searchable, filterable list of Dreams players that you have currently blocked. These players cannot access your profile or creations, and their comments and creations are hidden from you.

VR

Settings for playing with the PlayStation Virtual Reality headset.

Comfort

Settings to make it easier for people to use VR if they suffer from motion/acceleration sickness.

# Comfort Mode

When on and using VR while the camera is moving within the game, your view will not change until the camera has become stationary. Then you will teleport to the new location using the Camera Transition Style below.

Games will be told if this setting is on also, so that creators can take steps to cater to players who have this setting on.

Camera Transition Style

How the screen will transition between views.

“Instant” will switch to the new view with no transition.

“Fade” will fade to black and then fade to the new view, with a 1 second transition.

Comfort Vignette Strength

When the view is being moved by something other than the player’s head, a black vignette is shown around the edges of the screen to make the faster motion of the scene flying past less noticeable, which helps some to not get queasy as the camera moves.

DreamShaping Menu Distance

How far away menus and other UI will appear in edit mode, while using VR. For example, the thermometer readout.

The options are: “Near,” “Middle,” and “Far.”

Allow Low Frame Rate in VR

At times a warning will be shown asking if you want to continue in “cinema mode” (a flat 2D screen shown in 3D space) to make the experience more comfortable, or exit entirely.

When off, if a scene dips below Mm’s minimum framerate standards the same screen will be shown.

When on, the screen will be shown only if the scene dips below 30 frames per second.

Static Sky

When on and in edit mode, the sky will on rotate in yaw (looking left/right) and not pitch up/down or roll sideways.

Good for moving around using the move controllers if you suffer from acceleration sickness.

Dreamiverse

Settings for browsing content as regards VR.

Hide Non-VR Content When in VR

When on and using VR, hide content not marked as suitable for VR.

Hide VR Content When Not in VR

When on and not using VR, hide content marked as only suitable for VR.

Dreamiverse Screen Size

How large the Dreamiverse screens appear while using VR.

The options are: “Small,” “Medium,” and “Large.”

View Credits

Roll the credits for the dream that is, Dreams!

When you haven’t played Dreams yet, the introduction walks you through using your imp and the basic camera controls.

To find more tutorials, go to Dream Shaping > Dream Workshop.

VR How To… Videos

Brief videos showing the capabilities of the new VR-related creation features.

10 Top Tips: Creating VR Dreams

You can watch this tutorial on Youtube.

How To… Use the Head/Camera Tracker

(See Gadgets > Head/Camera Tracker Gadget.)

You can watch this tutorial on Youtube.

How To… Create 3D Audio in VR

You can watch this tutorial on Youtube.

How To… Use the Hand/Imp Tracker

(See Gadgets > Hand/Imp Tracker Gadget.)

You can watch this tutorial on Youtube.

Start Dreaming

How to use the Dualshock 4 and its basic controls.

There are also equivalent tutorials for using the moves.

# Part 1 of 4

Basics of edit mode, moving around.

: Moving the camera and the imp. Tutorial video navigation. : Practise Moving. Sticks to move and look around. : Grabbing and moving. : Rotating with the grabcam. Nudge. : Zooming with the Grabcam. Left stick to move in and out. “Shift.” : Deleting with the triangle button. : Strafing with shift + left stick. : Grabbing while strafing, and play mode. Possess with R2.

Part 2 of 4

Moving, scaling, and rotating objects.

: Introduction. : Move the first platform into position. : Playtesting. Pause and go into edit mode, and everything will be in the same state as when you paused. : Rotating. Use L2 to rotate instead of move the object. : Realigning. : Scaling objects. : Searching the dreamiverse.

Part 3 of 4

Flipping, cloning, and multi-cloning objects.

: Cloning objects. : Flipping objects. : Repeat clone-from-clone (adding clones beyond the copy). : Repeat clone-to-clone (adding clones between the original and the copy).

Part 4 of 4

Selecting objects, creating groups, scoping in and out of groups.

: Practise repeat cloning. : Selecting objects, dragging over object to select them all. Deselecting objects, deselecting all objects. : Grouping objects. : Scoping in and out of groups, shortcuts and context menu buttons. : Finally… Save as new Creation. (This doesn’t work in tutorials.)

Part 1 of 4 (Left & Right Sticks)

A version of Start Dreaming Part 1 of 4 for the sticks control scheme.

# Start Dreaming (Motion Controllers)

Part 1 of 4

Part 2 of 4

Part 3 of 4

Part 4 of 4

Art Tutorials

Coat , Style & Effects

: Getting to Coat Mode. Choosing a colour. Scrolling through the menu. : Undo with . Subtracting with the tools. : Exiting a mode. Style Mode. : Finish Tool, finishes menu. : Effects Mode. . : Glow Tool. Changing the colour of the object changes the colour of the glow. : The Coat, Style, Effects setting.

Lighting & Atmosphere

: Placing objects from the dreamiverse. : Adding a Sun & Sky gadget. Moving and scaling the sun. Rotating the sky image. : Opening and closing a gadget’s tweak menu. : Editing the sky settings. : Turning on “Studio Lighting” mode. : Adding light gadgets. Setting the length and rotation using the dot at the end of the light cone. Moving gadget gizmos independently of the gadget. Entering play mode. Setting the spotlight image using up/down to incrementally change the slider. : Spot vs Diffuse lights. Fade Angle setting. : Adding a fog gadget. Adjusting its zone and falloff. : Tweaking a fog gadget. : Adding a grade gadget. Tweaking the contrast, saturation, and tint.

Sculpting

: ds4 : Getting to Sculpt mode. Entering sculpt mode creates a new sculpt menu. How to adjust visual feedback. Smear shape is default (unless changed in preferences). Using smear. Undoing with . Scaling with and . Using the grabcam to get closer to the held shape. All edits made in the sculpture will move as a single object when moving the sculpt object itself. : Edit an existing sculpt by scoping into it with shift + . Use circle to use the default Move tool. Use the normal controls to move, clone, multi-clone, scale, and delete shapes. : How to change the colour of the edit before making it. Using Spraypaint to colour areas of a sculpt. Use surface snap to keep the imp on the surface. . : The dots change orientation depending on what angle you’re looking from. Rotate objects by 45 degree increments. : The mirror line will be where your first edit is made. : The Stamp tools. Setting which tool is default in preferences. Stretch tool. Stretching a negative shape. : Editing the shape before stamping it. Adding soft or hard blend to the shape. Blending works with Spraypaint.

Sculpting (Motion Controllers)

Painting

: Paint Mode. How to adjust visual feedback. Drawing a line. Using Brush Flecks, hold lightly to make the flecks more transparent. Changing colour and finish. : Scoping out of the painting to move it. Scoping into the painting to edit it. Use to cancel out of the current tool and default back to the move tool. Moving strokes. Changing fleck type. Changing the fleck size. Undo. : Start New Painting. : Setting the centre of the kaleidoscope. Rotating the fleck before stamping. Deleting individual strokes. Kaleidoscoped strokes will always be kaleidoscoped. . : Fade, Scatter, Opacity sliders. . : Playback speed, playing time. Pulse, Trail Length. : Around Camera, Copies, Spread, Scale Jitter. Closing a tweak menu using the shortcut.

Logic Tutorials

Basics of logic.

Wiring and Logic

Trigger zones, microchips, counters, and timers.

: Introduction to logic. Start time, pause time, rewind time. : Connecting gadgets and wires. Hover over a gadget to show the wires. : Cloning wires to connect multiple outputs. Opening a microchip’s window. : Using counters with trigger zones. : Using timers. Stamping new gadgets. : Resetting logic (counter and timer). : Tweaking gadgets. Scope out with shift + circle on a tweak menu or microchip window to close them.

Health , Destroyer and Checkpoints

: Adding a health modifier. : Make a damage zone using a health modifier. Drag a zone’s sides to change its dimensions. : Checkpoints! : Giving heath to objects. Adding a health manager. Surface snap gadgets to an object by holding shift. : Tweaking and balancing health. Cooldown time. : Using a destroyer. : Displaying health with a number displayer. : Create a healing zone.

Scoring , Timers & Prize Bubbles

Timers, Counters for modes, Scores and Score Modifiers.

: Opening a microchip. Adding a score gadget. : Adding the score gadget and how to rename a gadget. Tweaking a gadget. The Post Score trigger input. : Adding a Number Displayer. Moving and resizing the displayed number on the screen. Wiring the current score into the number displayer to display the number. : Tweaking the appearance settings of the text. : Adding a prize bubble, and turning off “collectable by imp.” Adding a Score Modifier. : Increment controls for DS4. Setting the operation value and type. : Wiring the prize bubble’s “just collected” output to power the score modifier. Grouping objects. : Setting the scoreboard settings—score unit and “better is…”. Cloning a gadget. Setting the display type, miliseconds switch and alignment of the number displayer. : Adding a timer. Using a counter to permanently change modes. : Using the timer’s “speed” mode so it works like a stopwatch. : Making a score modifier to set the time. Incrementing between names. Update score while powered.

Selectors & Exclusive Gates

: Adding a selector. : Creating wires between ports. : Adding exclusive gates. : Only one signal may go through for a group of exclusive gates. . : Using a keyframe to change the priority of an exclusive gate.

Character Creation

Character Art

. : Scoping into a puppet. Puppet Mirror. Moving connected objects. Feet stay in place. Rotating parts. Grabcam. : Assembly Stretch tool. Hands stretch the upper and lower arm equally. Stretches are mirrored. : Tinting the whole puppet, or specific parts. Style Mode. : Groups, scoping in. : Scoping an object out of a group. Scoping an object into a group, auto-grouping. Entering play mode will scope out of all groups. : Searching the dreamiverse. Ungrouping something linked to a connector will delete the connector. Scope in to edit instead of ungrouping. The group will collapse (become ungrouped) when there is only one object left.

Character Gameplay

: Undo. How to possess. Tweaking a puppet. Previewing the effect of a slider by playing time and hovering over it. : Opening a microchip. Previewing a keyframe. : Tweaking a gadget. Window buttons appear while hovering over the window. Ports of a setting in a tweak menu. Connecting gadgets with wires. : Making a new keyframe, recording into a keyframe. Scope in to adjust things inside the group and not the puppet. : Making a new timeline, opening a timeline, adjusting the length of a timeline. Zooming in to a timeline with shift + / . Scaling a gadget inside the timeline. : Force Strength, Force Speed. Adjusting the size of the zone. : Labels.

Animation

Action and Possession Recorders

: Using the action recorder. : Retaking animations. : Tweaking the playback recorder. Playback mode, animation speed. : Cloning animations. : Recording character movement. : Tweaking your recorded possession.

Keyframes and Timelines

: Creating keyframes. : Triggering a keyframe. : Smoothing keyframes, with slow power up and slow power down. : Keyframing multiple objects. Editing a keyframe, removing recorded state. : Keeping keyframe animation changes. : Creating timelines. Scoping into a timeline, resizing the timeline. : Animating keyframes on a timeline. : Changing keyframe directions. Adjusting the duration of a gadget/sound by dragging its trim handles, or scaling it. : Setting a timeline to loop.

Audio Tutorials

Sound Design

Sound effects.

: Using Sound Mode. : Background sounds. Searching the dreamiverse for sounds. Replacing a sound gadget with another one. : Spot sounds. Fade zone. : Dramatic sounds. : Triggering sounds. : Cloning objects with gadgets. : Mechanical loops. : Using the movement sensor.

Arranging Music

Timelines, Clips, Instruments.

: Opening Sound Mode. : Opening a timeline. Moving around in front of a timeline using L1 + left stick. Starting, pausing, rewinding time. Moving, cloning, deleting clips. Extending a timeline with X. : Closing, deleting, adding a timeline. Searching for music clips. Navigating collections. . : Drag the left or right edge of a clip to trim it. Extending loops. Fade handles. : Tweaking a clip: loop mode, volume, tempo.

Music Performance

: Searching for and adding instruments to a timeline. : Opening a sound gadget. Using face buttons to play notes. : How to start and stop performing. Setting the key and scale. : Using the metronome and a count-in. How to record a performance. Playback. : Recording start and stop shortcut. Clearing notes. : Rewind and play shortcuts. : Piano roll view. Shortcut to toggle between piano roll and performance view. Moving, selecting, deleting notes. Undo and redo. Changing the length of a note. : Selecting all notes. Cloning notes. : Drawing notes on the piano roll. Draw notes freehand. : Rewind to collapse all notes into the window. Moving notes on the perforance window.

Cinematic Sound Design

: Switching to Sound Mode. : Add a sound effect, adjust its timing. : Use play mode to preview the camera and camera shaker gadgets in the timeline. : Select multiple gadgets at once by selecting them first. . . : Exiting Sound Mode. : Activating a specific selector channel. . .

Gameplay Tutorials

Connectors and Physics

Connectors, physics, grid.

: Turning on the grid, changing the grid size. Movable makes things physically move. : Attaching objects with string. Add a connector to the parent first, then the child. : Connecting objects with pistons. Adjust values with the d-pad. Use up to tick one value up, and down to tick one value down. : Connecting objects with bolts. Purple joint. : Using limits with connectors.

Imp Gameplay

: What does “movable” mean? What does “grabbable” mean? : Surface snapping a gadget. : Looking for named tags. : Scope in to a camera to edit it while seeing the view. : The imp distance will be at the focus distance. Grabbing an object with the imp. Moving an imp depth-wise. : Min imp can’t be further than the focus distance. Max imp can’t be lower than the focus distance. : Affected-object inheritance. : Showing text using the “start text” input. Using the grabbed and hovered outputs. : Creating an input port with a node.

Emitters

: Adding an emitter to the scene. Surface snapping. : Moving the arrow gizmo. : Emit speed. Once mode. . : Resetting a setting with triangle. : Opening a microchip. Importing an object. . . : Trigger zones can look for tags. How to edit an “object to emit” without unlinking it. . . : Aligning an object to the grid.

Cameras and Text

: Transition types, transition time, black bars. : Scope in to the camera to move the view around. Levelling the camera. Change the FOV (field of view) with up/down on the dpad. . : Moving, resizing. Tail shape and position. Box settings: rounded, colour. Border. Fleck texture. : Open the timeline. Length of a gadget on the timeline. Tweak it and turn it on. : Depth of field. Focus distance using the slider. : Adding text. : “Big Gadget” mode. Skip and close prompts. Adding dialigue options. . : “Text Active” output. Powering a microchip with a wire. : Wiring from the “stop” output.

Controller Sensor

Using a controller sensor to create custom controls for a robot two-wheeled racer.

: Scoping into a group. Scoping into a microchip to open it. A surface-snapped chip will cause its contained gadgets to affect that object. : Triggering a Controller Sensor to die. : Important Properties tab. Changing the Possession Visual. Moving the imp position. Grid snap, grid size. : Changing the gyroscope’s strength. How to change the “up” angle. : Change the direction the mover moves in. . . : Using a combiner to add one value and subtract another. : Changing the plane of rotation. : Use a splitter to get the left-right and up-down signals from the stick output as separate values. : Reversing the direction by making the speed negative.

Masterclasses

Remixing Dreamiverse Dash

Mm Creative Director Mark Healey shows you how to remix Dreamiverse Dash, and add your own gameplay.

. : Camera controls. The shift button. Zooming to an object with shift + . Grab cam with , tilting the controller while grabbing. : Hiding the electronics. The move tool. The current tool’s icon is shown at the imp’s tip. Selecting with by holding and hovering over multiple objects. Deselect with . Clone with shift + . Play mode, edit mode. Rewind time. : Grid snap. Obey auto-guides. : Importing new elements. Rotating objects. : Rewind first. Practise the movement. Adding a new gadget will show all electronics. Recording begins while holding an object or setting. : Hovering over an action-recorded object will show the path it was animated along. Scoping into a group. Hide Everything Else option. Opening a microchip. Grabcam zoom on a window to change view to look at the front of it. Changing the value of a value slider to affect the behaviour of a chip. Closing a microchip. Windows still show even while you are not in the scope of its source object. : Manipulating the shape of a Trigger Zone . Changing the angle of a Camera Pointer . Using shift + on a wire will zoom you to the other end of the wire. Camera pointers blend between them depending on how close the possessed controller sensors are to them. : Opening and closing a microchip. Tweak with shift + . Pin to Screen. Change the tab or a setting with . Move a window with . Grade and Sky gadgets average out when more than one are powered. : Turn on the switch next to a slider in a Global Settings gadget to activate the setting.

Sculpting and Level Assembly

. . . . : Save the basic version, then make variant versions that import the basic version. This means if you chang the basic version you can easily update it in the variant versions. . . . . . . .

Sylistic Scene Creation

Mm artist Maja takes us through how she assembled a scene from whitebox to finished creation, utilising existing elements, modifying others, and creating some from scratch.

. . . . . . . . . . .

Sculpting a Male Bust

Mm Art Director Kareem demonstrates his technique for sculpting a male bust.

In this Masterclass we go from the basics of creating a bust, adding in detail and then finish off with some personal touches.

. . . . . . . . . . . . . . . . . . . . : Save as new creation.

How To… Videos!

How To… Quickly Assemble a Level

Two parts: Adding Elements, and Bring It to Life.

You can watch this tutorial on Youtube.

How To… Make a Squeaky Door

How To… Make a Mossy Rock

You can watch this tutorial on Youtube.

How To… Make a Simple Button

How To… Make Blinking Eyes

You can watch this tutorial on Youtube.

How To… Make a Magical Effect

You can watch this tutorial on Youtube.

How To… Make a Waterfall

You can watch this tutorial on Youtube.

How To… Make a Window

You can watch this tutorial on Youtube.

How To… Tidy Elements

You can watch this tutorial on Youtube.

How To… Use Camera Pointers

How To… Make a Forest

How To… Make it Rain

How To… Make Grass

How To… Make a First Person Character

You can watch this tutorial on Youtube.

How To… Make a Bounce Pad

How To… Use the Sculpture Detail Tool

You can watch this tutorial on Youtube.

How To… Make an Interactive Chest

How To… Make a Looky Eye

You can watch this tutorial on Youtube.

How To… Make a Flappy Mouth

How To… Create Connected Doors Between Scenes

How To… Make a Shooty Cannon

Contents:

# Assembly Mode

The main mode, allowing you to assemble everything together. The default mode.

While holding an object, hold to lock the camera. This can be useful for moving an object towards or away from the camera without moving the camera with it.

# Basic Controls

To do most things in 3D space, use on the DS4 or the primary trigger with the move controllers.

For example, to move an object, hover over it, hold , move it around, and let go of . Using the move controllers, use the primary trigger in the same way to move and rotate an object at the same time.

To “click” on a UI button in the menu, or to drag a UI element within a tweak menu, use .

Translating Dualshock 4 Shortcuts to Move Controllers Shortcuts

The shortcuts and icons used in this document have titles to help translate between control schemes, but in most cases it’s easy to translate betwene the two.

The “shift” button is for the Dualshock 4, and secondary for the Move controllers. And the face buttons on the Dualshock 4 translate to the pimary Move’s face buttons: primary . (Tg)

And to toggle between modes (such as Add/Subtract) use for the Dualshock 4 and tap the secondary sphere to the primary base. (Tg)

# Camera Controls

To change your view, use the left stick to move the camera relative to the current view (like strafing in a first-person game): left and right to move left and right, and up and down to move forwards and backwards. Holding while moving the left stick up or down will move up or down relative to the current camera angle. Use the right stick to rotate the camera around the imp.

Holding will put you into grabcam mode. When used while not holding anything and hovering over an object, the imp will zoom over to its surface and grab it, allowing you to swing yourself around it using the sticks. Otherwise, holding will let you move around relative to the imp itself. For example, this can be useful for getting closer to a shape you’re about to place in a sculpt.

Holding shift and pressing while hovering over an object or window will zoom your view to that object or window. (Tg)

# Wire Controls

To create a new wire, hover over the left or right edge of a tweak window next to a setting to reveal a small input or output tab, or an input or output nub on the side of a gadget or microchip.

Click with or to create a new wire. Click again with or to attach that wire to another input or output.

Note that a wire created from an output (to the right of a gadget or window) can only be attached to the input (to the left of a gadget or window). And a wire from an input can only be attached to an output.

Hovering over a wire closer to the input end will light up the input end of the wire, or closer to the output end will light up the output end of the wire.

While a wire is lit up like this, shift + (similar to the grabcam zip) will zip you over to the other end of the wire.

So hovering over the input end will zip you to the output end, for example.

While a wire is lit up, shift + (similar to cloning) will clone the wire, leaving you holding the same end.

For example, hovering over the input end of a wire and cloning will create a new wire coming from the same output and leave you holding the input end of the wire.

Holding shift while placing a wire will place the wire and create a clone of that wire.

Note that some gadgets will open instead of placing a cloned wire when using shift + . If shift + is used instead it will place the cloned wire as expected.

When on a Microchip, will create a pin on the wire, and put the wire into a “pinned” mode. The wire will then follow straight lines from wire pin to wire pin, allowing the creator to customise the routing of the wires. (Tg)

Use and drag to pin the wire and immediately adjust the position of the pin.

Pinning multiple wires to the same point will have them stack next to each other as on a real microchip, creating a “ribbon” of routed wires. That pin will then move the cooresponding pins for all the ribboned wires. (Tg)

These pins move if the outputting and inputting gadgets are being moved at the same time, but not if only one side is being moved.

When cloning more than one object which are connected by a wire, the wire will be cloned at the same time.

Wires use the colour of the outputting gadget. When coming from a splitter, wires will have a colour based on the value being represented. (See Wire Types.)

# Window Controls

Hold to move windows around. Note, when hovering over a gadget within a window, this will move the gadget instead.

Press on the window’s title at the top to edit the gadget’s name.

There are 3 buttons on the top-right of every window:

“Save Position” will save the position and rotation of the window so that next time you open it, it will open in the same position. (Mm) When green, the window is in the same position as the one stored. When yellow, the window is in a different position to the one stored. When grey (“off”), there is no stored position.

“Pin to Screen” will attach the window to the screen itself. This allows you to move around the scene while still being able to see anything “pinned to screen.” Note that when you turn off “pin to screen,” the window will return to the in-scene location it was in before it was pinned to the screen.

“Close” closes the window. Shortcut: while hovering over the window or its gadget, shift + .

# Automatic Grouping

When holding an object and scoping in to another object, if that target object is not a group a new group will be created that contains the held object and the target object.

Connectors that were attached to the target object will reattach to the new group. Keyframes etc. will still reference the original object, not the new group. Keyframes etc. that reference the rotation of the connector will still reference the connector. (See Assembly Mode > Kinematics.) Emitters will still reference the original object, not the group. (Tg)

When a group is not referenced by an Emitter, Keyframe, etc. and it would have only a single object in it—when the other objects are deleted or scoped out of the group—the group will “collapse,” being removed entirely and leaving only that last object in place.

If that object is a sculpt or group, any connectors will now be attached to that sculpt.

Kinematics is the mathematics used to find a solution to allow several joints to rotate properly.

Forward Kinematics will rotate only child objects depending on the rotation of the parent object. (Tg)

Recorded will indicate this by using hash marks from the top-left to the bttom-right, with a green stripe. (Tg)

Note that recording actually records the rotation of the joint itself, not the rotation of the object.

Inverse Kinematics will use the desired position of a child object to rotate its parent connected objects (up to 3 in a chain) to allow it, within the set constratints. (Tg)

Recorded will indicate this by using hash marks from top-right to bottom-left, with a yellow stripe. (Tg)

Note that only something jointed with at least 2 parent objects int the chain can use . (Tg)

When both and are involved in the same chain, the recorded will take precendence. (Tg)

Note that a keyframe that has recorded will only be able to record for that object. And a keyframe that has recorded will only be able to record for that object. (Tg)

When using the Dualshock 4 controller, sets the position and uses to adjust parent joints. Using sets the rotation of an object—or when used on a jointed object will rotate the object itself which in turn will use to rotate connected child objects.

When using the Move controllers, by default they will use . To swap between and , tap the secondary sphere to the primary base.

Selection

Press while hovering over any object to select it, or deselect it if it was already selected. If you continue to hold and hover over other objects those objects will also be selected or deselected—depening on if the first object was selected or deselected.

Deselect everything you have selected by pressing . Select all objects within the current scope by double-tapping (pressing twice in quick succession). (Tg)

A gizmo is something that appears when selecting some gadgets or while their tweak menu is open. It serves as an indicator for certain settings that gadget has, and by manipulating some gizmos can change those settings.

When a gadget with a location gizmo is moved into a Microchip or Timeline, the location is preserved. (Tg)

A location gizmo will appear just above the gadget (or its parent chip) with a move icon shown. This means the location currently set is the centre of the front of the face of the gadget (or its chip). Move it with to move the location. (Tg)

An arrow gizmo can be pointed in different directions, an axes gizmo can be adjusted to change the orientation of a gadget’s behaviour, and so on.

Gizmos also work with the Grid, and can be aligned to it just like any object.

The thermometer is shown on the bottom-left of the screen, or top-left depending on the current preference settings.

It shows three headings: Gameplay, Graphics, and Audio.

# Performance Limits

There are a number of limits put on how much heavy processing can be done in a scene. These limits will turn off features automatically so that the scene can still run, and will show a warning symbol and message while editing to let the creator know what is happening.

These warnings can be ignored, but are just letting you know that some funtionality may not be working as expected. So for things like spotlight shadows, the creator may leave Dreams to do its own thing, or power different sets of lights on and off so that they have more control over how that part of rendering performance is handled.

Zone Limit: There is a limit on how many zones can be active at once in a scene, shared across any gadgets that use zones. (Tg) This applies to anything that detects sculpts or groups, but seems to not apply when detecting points in space (eg. tags, imp tips, the camera).

Camera Bookmarks

Hover over the mode icon in the top-left of the screen to reveal the camera bookmarks list. (Tg)

The first camera bookmark in the list will be restored when going to edit mode from the creation’s cover page. If there are no camera bookmarks, the view used when last saved will be restored.

In a new creation there is one bookmark already added.

The first button Add Bookmark is enabled while not at one of the bookmarked views. Click on it to add a bookmark at the current view to the list with the thumbnail of what can be seen.

Below are a list of bookmarked views, with a thumbnail. Click on one to go to that view. If already at that view, click on the bookmark to retake a screenshot at that view.

Use shift + to edit the name of the bookmark.

Use to delete the bookmark.

Find elements in the dreamiverse and stored locally to stamp into the creation being edited.

Various tools to help you work with objects within the creation being edited.

Shortcuts

DS4

moves

: When using the. When using the, with the primary controllertilt it left (anti-clockwise), and press

Undoes the last performed action. Use undo multiple times in a row to undo multiple actions.

Shortcuts

DS4

moves

: When using the. When using the, with the primary controller,tilt it right (clockwise), and press

Redoes the last action undone by an undo action. Multiple redo actions will redo more and more actions that were previously undone.

Use or primary Trigger while hovering over an object (regardless of how far away it is from your view) to grab it. While grabbed, you can manipulate it in a number of ways.

Move the object with the imp or by moving your view. Using up/down on the left stick will move the object away from or toward the camera to a certain point, and then the entire view will move back or forward. Hold more lightly for such moves to have less effect; this can be very useful for finessing the position of something.

Note, if you’re holding an object with and you scope into a group, that object will now be inside that group. Same for grabbing something within a group and scoping out of that group. (Mm)

Also, if you scope into an object that isn’t currently grouped while holding another object, this will automatically create a group that includes the “scoped-in” object and the “held” object. (Tg)

In most cases, you should use this technique to add individual objects to a larger group, rather than the other way around. If you hold a group and scope-in to a non-grouped object, it will create a new group, which contains individual object and the group you were holding. So now, to get into that original group, you will need to scope in twice. Do this again and again and you can end up with many many layers of groups before you can manipulate the object you wanted to move in the first place. (Tg)

With the DS4, hold to rotate an object by twisting the controller, or using the sticks. (Tg) The rotations are made relative to the camera angle you’re viewing the object from. The explanation below talk about different parts of the object relative to how you see the object.

Pushing up on either stick will tilt the object’s top away from you. Pushing down on either stick will tilt the object’s top towards you. For the left stick, pushing left will tilt the object’s left away from you, and pusing it right will tilt the object’s left towards you. For the right stick, pushing left will tilt the object’s left down, and pushing it right will tilt the object’s left up.

You can rotate an object while holding it, or when just hovering over it.

Pressing or , or holding secondary and twisting the controller, will scale the object.

Click in the left stick (L3) to flip the object horizontally relative to your view, or the click right stick (R3) to flip the object vertically. (Tg) Or hold secondary to show arrows above the controller, then flick the secondary move controller left/right/up/down to flip along that direction.

Flip an object by pressing or while holding it. (Tg) Or with the moves, while holding the object with the primary trigger, hold secondary and arrows will appear. Flick the secondary controller in a direction and it will flip along one of those arrows.

Touch the touchpad and move your finger around to rotate the object around the point you’re holding it. Double-tap secondary and then grab the object with secondary trigger to rotate around.

While using the move tool, hold shift while grabbing an object to clone it and hold the clone instead of the original object. Then you may let go of shift. While holding a clone, you may multi-clone the object.

If an object is moved in this way while time is paused, that object’s initial position will be set to where it was moved to. This means object can be made movable, time is run to allow it to settle naturally in the scene, then pause time and “touch” that object to lock it in to that position… and then make it non-movable again. (Tg)

Use or the primary trigger to drag a sculpt that is jointed with a ball joint or bolt connector as the child of another sculpt, which is in turn jointed with a connector as the child of another sculpt. While dragging, the “middle” sculpt will stretch and deform. (Tg)

While dragging, scale the object up or down to deform the end of the middle sculpt larger or smaller at the connected end.

Usually used on puppet limbs to change the frame of the puppet.

Shortcuts

DS4

moves

: When using the. When using the, secondary+ primary trigger.

Grab an object to make a clone of it and hold the clone. While holding the object, any “move” controls work on the held clone. (See Assembly Mode > Move Tool.)

To clone an object, hold shift and move it. You will now be holding a copy of what you were hovering over, while the original stays in place.

To remove the “live clone” setting from a sculpt, press on that sculpt while using the clone tool. (Tg)

Tip: If you want to make a clone in the exact same spot, turn on grid mode. Now, you’d have to move your hand a lot to accidentally move the copy before placing it. (Mm)

To multi-clone, press up and down (or secondary and ) while holding the copy to add clones either between the new copy and the original or beyond the new copy. When adding between, the change in transformation between the original and clone will be subdivided for each multi-clone. When adding beyond, the change in transformation will be added for each multi-clone. Note that change in rotation is applied before position, meaning if you rotate an object and move it, it will bow out in a path towards the final position rather than simply rotating in place linearly.

# Tweak Selected

Shortcuts

shift

shift

: When hovering over an object and using any control scheme,to open its tweak menu, or usewhile hovering over the tweak menu or the object to close the tweak menu .

Opens the tweak menu of an object being hovered over. (Tg) Also works while hovering over an object’s window. (Tg)

Any setting changes (barring some exceptions) made using the tweak menu will be applied to all selected objects of the same type as the tweak menu. (Mm)

(For more information on how settings can be manipulated, see Settings.)

Shortcuts

DS4

moves

: When hovering over an object and using the. When hovering over an object and using the, primary

Delete the object from the scene. If used on a selected object, all selected objects will be deleted.

When active, all objects in the scene will turn a white colour. Click things with to turn them yellow. When you go out of this tool with , anything that was marked as yellow will be hidden—regardless of whether “preview invisibility” is turned off or not. (Tg)

Note that an object being marked as “hidden” in this way only has an effect on its visibility when in edit mode. This is particularly useful when working on some part of the scene that is normally hidden behind other objects.

Use shift + to hide or unhide everything except what you are hovering over.

When active, all objects in the scene will turn a white colour. Click things with to turn them blue. When you go out of this tool with , anything that was marked as blue will be “frozen.” (Tg)

Frozen objects cannot be changed in any way. When attempting to change a frozen object, it flashes blue to remind you of why you cannot change it. You can see this in action in the homeworld and in the tutorial scenes.

Note that an object being “frozen” in this way only has effect on attempting to edit it. When time is running, that object can still move and change through other means; just not by direct user manipulation.

Use shift + to hide or unhide eveything except what you are hovering over.

# Sculpture Detail

Use the sculpture detail tool to lower the detail of a sculpt to make it cheaper on the thermometer. Things that are more detailed than other things in the scene will be more red, and things that are less detailed that other things in the scene will be more blue. (Tg) (Pk) Note that paint is not affected by the sculpture detail tool, so their visuals will not be affected by this colouring. (Pk)

A sculpture’s resolution (detail) dictates the minimum visual looseness. (Mm) Because of this, if you have metallic or shiny sculptures, lowering their detail can affect the reflections in the surface of the object, making them less crisp and clear. (Pk)

This also means that this is a more efficient way of making a sculpt appear looser and its flecks larger. (Tg)

While in reduce mode, use shift + to reduce the most detailed sculpt in the scene.

Modes

Modes for creating and editing different kinds of objects, and for using certain functions.

Sculpt

(See Modes > Sculpt.)

Starts a new sculpt.

Paint

(See Modes > Paint.)

Starts a new painting.

Coat

(See Modes > Coat.)

Style

(See Modes > Style.)

Effects

(See Modes > Effects.)

Sound

(See Modes > Sound.)

Test

(See Modes > Test.)

Update

(See Modes > Update.)

Photo

Goes into photo mode, with the added option to show gadgets and windows with . (See Modes > Photo.)

Animate

Animation gadgets and settings.

Action Recorder

When a new action recorder is stamped, it will go into recording mode.

Keyframe

When a new keyframe is stamped, it will go into recording mode. (Tg)

Timeline

Record Possession

After stamping a new Possession Recorder gadget, record mode is started.

Mic On/Off

When on, audio will be recorded from the microphone while recording with the action recorder or possession recorder. This will result in a timeline that contains the recorded audio and a possession recorder. (Mm)

Gadgets

Contains all gadgets and connectors.

The are grouped together in collapsible sub-menus. Use on a category to collapse any other open categories and expand that category. Use on a category to collapse it.

Sensors & Input

Contains: Trigger Zone, Tag, Wireless Transmitter, Wireless Receiver, Controller Sensor, Grab Sensor, Movement Sensor, Angle Sensor, Rotation Sensor, Laser Scope, Impact Sensor, Look Cursor Sensor, Signal Generator, Switch, and Value Slider.

Logic & Processing

Contains: Randomiser, Counter, AND Gate, OR Gate, Exclusive OR Gate, NOT Gate, Selector, Exclusive Gate, Signal Manipulator, Timer, Calculator, Microchip, Node, Splitter, Combiner, Variable, and Variable Modifier.

Movers & Output

Contains: Gyroscope, Mover, Advanced Mover, Follower, Rotator, Advanced Rotator, Look At Rotator, Rocket Rotator, Teleporter, Force Applier, Emitter, Destroyer, Health Manager, Health Modifier, Text Displayer, Dialogue Text Displayer, Subtitle Displayer, Number Displayer, and Rumbler.

Gameplay Gear

Contains: Checkpoint, Prize Bubble, Doorway, Auto Guide, Global Settings, Score, Score Modifier, Puppet, the Blank Puppet Collection including sliding platformer and basic puppets, Puppet Interface, Head/Camera Tracker, and Hand/Imp Tracker.

Cameras & Lighting

Contains: Camera, Camera Pointer, Camera Shaker, Light, Fog, Sun & Sky, Grade & Effects, Wiper, and Ruler.

Connectors

Contains: Ball Joint, Bolt, Piston, Slider, String, and Elastic.

The Speaker and Master Mixer gadgets are contained here, as well as multiple versions of the Reverb, Delay, and Channel gadgets.

Contains a number of guides to help position things while editing the scene.

# Obey Auto Guides

While moving objects that contain an auto guide, the auto-guide settings will be obeyed. (Pk)

All auto-guide gadgets are taken into account, but each setting takes chooses which gadget is respected differently. (See Gadgets > Auto Guide Gadget.)

# Surface Snap

Note that Tentacle Snap will be turned off when turning this feature on.

Objects will snap to the surface of paint or sculpt objects the imp is hovering over within the scene (not just within the same object).

While sculpting, the point that snaps is the grab point of the shape. While painting, the point that snaps is the centre of the fleck. (Pk)

When adding edits to a painting, surface snap will also orient the fleck to the orientation of the surface, as if to lie flat on it.

# Tentacle Snap

Note that Surface Snap will be turned off when turning this feature on.

Works similarly to Surface Snap, but only the start of the edit is snapped. As the edit is smeared etc., it will no longer snap to things the imp hovers over. (Pk)

# Grid Snap

When editing a new creation, the grid will reset itself to a spacing of 1, and the default scene orientation.

The grid is represented as dots at each intersection. (Pk) These dots will be displayed around the middle of the screen, fading out in a circle as it nears the edges.

This grid of dots will only be shown for the axis you are facing. For example, if you’re facing down, you’ll see a grid of dots across the floor. If you’re looking along the X axis, you’ll see a grid of dots in front of you.

This scale will default back to 1, relative to the object itself, whenever you open a creation for editing. While the grid is activated, two new buttons will be shown next to the grid menu item to allow you to adjust this scale. (Pk) They are the following:

“Finer” halves the distance between the dots in both directions.

“Coarser” doubles the distance between the dots in both directions.

The shortcut to adjust the size of the grid is shift + and shift + on the DS4. The moves must use the menu optinons.

When moving something on the grid, the green plumb line shows exactly how much you’ve moved it. (Mm)

While using the moves, the imp reach will affect the scale of the grid. So zooming in with the moves will get you closer to what you’re trying to line up, and make the grid more fine to help you line it up also. (Mm)

While holding an object, press to align it to the current grid and snap it to the nearest grid point. (Mm) (Tg)

Hover your primary imp over an object and press shift + to realign the grid to that object’s orientation. (Tg) The grid will now be based on the one used when creating that object, as well as its current scale and rotation. (Pk) If the grid has been set to something other than the default, it will be used when moving objects around while the grid is off. (Tg)

This is great for flipping or rotating cloned objects in-place to add variation to how they look in the scene. (Tg)

Do this while not hovering over an object to reset to the world grid, (Mm) (Pk) or press the reset grid context button.

Note that UI elements such as tweak menus that aren’t “pinned to screen” will also be affected by the grid.

Stay Upright

Whenever grabbing an object or window, it will be rotated to be “upright.” For sculpts and paintings, the “upright” orientation depends on the orientation of the grid when the first edit was made within the object. For groups, they store the grid position and orientation when they are created and that orientation is used as the “upright” of that object.

This is very useful to keep windows straight on the screen. (Mm)

When on, reveals a menu switch for Right Angles. When on, this allows you to rotate objects but only to right angles of the upright orientation. (Jj)

Mirror

Only available in sculpt and paint modes. (Pk)

All edits added will be reflected in a plane onto the other side of the sculpt. These mirrored edits will be previewed before committing each edit. The centre of the mirror is defined by the first edit made in the sculpt. (Mm) (Pk) Note that existing edits will not be affected by the current mirror settings when cloning or moving them, but will preserve the mirror settings they had when they were made.

The mirror plane is dictated by the origin of the object, which is set when the first edit is made. The plane faces the camera, but uses the “upright” of the object. (Tg)

If an edit that was made with the mirror active will always be tied to those mirror settings for moving, manipulating, or cloning later. (Pk)

While kaleidoscope mode is also active, each iteration is mirrored. (Pk) So if you have a kaleidoscope of 4, with mirror mode on, stamping a single cube will create a total of 8 new cubes.

While active, two new menu switches are revealed:

“Clipped Mirror” (Sculpt Mode only) will ignore any part of an edit that overlaps onto the other side of the mirror.

“Hide Mirror” will hide the plane of reflection. (Mm)

Precise Move

Gives you much more control over angles when moving or rotating objects. (Tg)

When activated, two new menu switches appear. (Pk) These are the following:

“Local Space” allows moves and rotations relative to the grid the object used when created, as well as its current scale and rotation. This is similar to re-aligning the grid to the object before going into precise move mode. (Pk)

“Grid Space” (default) allows moves and rotations relative to the current grid. This is selected by default when a creation is loaded.

When moving an object, arrows are displayed indicating the dimension relative to the grid. If you move the object in two axes, white lines come out from those two arrows to the current position of the object. You cannot move an object in three dimensions at the same time while in this mode. (Pk)

Hold shift while moving to lock the current axes in. (Tg) While still holding shift, hover the imp over another surface to move the point being dragged to the point being hovered over along those locked-in axes. (Tg)

When rotating an object, an arrow and arc are displayed, as well as a readout of how many degrees (rounded) from the initial orientation the object has been rotated. You cannot rotate an object around more than one axis at the same time using precise move. (Pk)

Hold shift while rotating to lock the current rotational axes in, and snap to 15 degree increments when close to those points.

Kaleidoscope

Added edits will be repeated, rotating each iteration around the “upright” axis at the centre point of the first edit made in the sculpt or painting. (Mm) (Pk) (Tg)

Edits will not be affected by the current kaleidoscope settings when cloning or moving them, but will preserve the kaleidoscope settings they had when they were made. (Pk)

The number of iterations is shown as a number in the bottom-right corner of the kaleidoscope menu icon. The last-used number of iterations is remembered per object, and defaults to 5 in new objects. (Tg)

When active, two new buttons are revealed:

“Increase” increases the number of iterations.

“Decrease” decreases the number of iterations.

If an edit that was made with the kaleidoscope active will always be tied to that kaleidoscope effect for moving or manipulating after the fact.

Studio Lighting

When on, lighting is not taken into account when rendering the scene. All objects are shown with their real colours, as unaffected by lighting. Shadows are not cast. The sky becomes a light grey. This can be useful if you’re designing a dark area, but want to actually see what’s going on for object placement, etc. (Pk)

Note that all objects providing lighting (eg. glowing objects) remain their normal colour.

Floor

When on, shows a translucent floor grid from the origin of the scene grid, as well as a around the centre of the scene. Useful to have a visual reference for placing things or orienting yourself within your scene.

A number of switches that makes different aspects of the scene visible or invisible.

# Preview Invisibility

On by default. When on, invisible objects will not be shown. When off, invisible objects will be shown, and powered off sculpts and paintings will be shown as transparent.

Electronics

When off, hides all gadgets apart from Lights, Cameras, Grades, and Sun & Sky gadgets.

When off, a second option to show/hide lights and cameras separately is revealed. When that setting is off, all gadgets are hidden.

After placing a hidden type of gadget, this setting is automatically turned on to allow it to be seen.

Rulers

When off, hides all rulers. (See Gadgets > Ruler Gadget.)

Zones

When on, shows all zones even if their gadget is not selected or tweaked.

Connectors

When on, shows connectors. When a connector is added, this is turned on automatically.

When on, all gadgets and windows are shown even when obscured by other non-gadget objects.

Thermometer

When on, the thermometer will be shown at all times instead of only when the percentage of a thermometer changes. (See Thermometer.)

Wires

When on, wires will be shown.

Paint

When on, shows paintings in the scene. When unchecked, hides paintings in the scene. (Pk)

Coat , Style , Effects

When on, stops showing the effect of tint, finish, fleck style, and effects settings.

Hover Effect

When on, the imp will no longer tint objects white and show a white outline while hovering over an object.

Grab Points

When on, the grab point of the element will be visible and movable. (See Creation Types > Element.)

Shortcuts

DS4

moves

: When using the. When using the, use the menu button.

Rewinds time to the initial state.

Starts time running. Click again to pause time.

Shortcuts

DS4

moves

: When using the. When using the, use the menu.

Toggles between playing time and paused. While playing time, gadgets, animations, and physics are be processed. (Pk)

Context

# Scope In

Scoping with shift + into an object will allow you to edit its contents, whether the contents are notes, gadgets, sculpt shapes, painting strokes, or the contents of a group. (Tg) (Mm)

If holding an object while scoping in to a non-group, a new group will automatically be formed containing the held object and the target object. (See Assembly Mode > Automatic Grouping.)

Scoping out with shift + will disallow you from editing its contents.

# Scope Out

Shortcuts

shift

: When using any control scheme,

Scoping out of a group will disallow you from editing its contents.

When holding an object with and scoping out, the object will be taken out of the scope into whatever scope you end up in. If the group it was in is not referenced by another gadget, and only has a single object in it, it will “collapse.”

Unhide All

Unhides everything. Shows the number of items in the scene that have been hidden using this tool.

Unfreeze All

Unfreezes everything. Shows the number of items that have been frozen.

Increase , Decrease

Toggles between increasing detail and reducing detail.

Consider Scale

When on, a sculpt’s colouring will be relative to its size.

For example, a small object should normally have low detail as its surfaces will not be able to be seen clearly most of the time. So if it has a higher detail, it will appear more red.

# Live Clone

Only has effect on sculpts. (Tg)

You can clone as normal. The difference is that sculpts cloned using this method are “live” clones.

Live clones reference the same sculpt in memory. This means that when editing, instead of turning the clone into a unique sculpt, the original “reference sculpt” will be edited instead. This means all live clones (including the original) will seem to “update” as you edit any one of them.

This is useful for a number of reasons:

You cannot accidentally turn clones into unique sculpts when you didn’t intend to.

You can change the appearance, or at least the geometry, of many sculpts across an entire scene at once.

Good for working on different sides of a modular sculpt and being able to see how they fit together all from one angle. (Tg)

Puppet Mirror

When on and manipulating body parts, the opposite body part (eg. the other hand) will be manipulated in a flipped way across the central line of the puppet’s chest object. (Tg)

Group

A Group has its own Group Tweak Menu. Hover over it and press shift + to see its tweak menu.

Creates a group containing the selected objects. (See Assembly Mode > Automatic Grouping.)

A group uses the current grid to store the grouo’s origin and grid settings. (Tg)

As a group can be made with any two objects, if a group is required for some effect but there isn’t a second object that needs to be grouped up then an empty microchip can be used easily and cheaply to allow a group to be created.

# Merge Paintings

Permanently merges and flattens paintings into a single painting object. The flattening process converts any kaleidoscope or mirror effects into regular edits. (Pk) Note that this also means that those paintings will not benefit from clones all referencing the same original painting. So if you have 2 clones of one painting, and merge them together, the graphics thermometer used by those paintings will double.

Note, this can be undone but there is no “unmerge” button.

Merging paintings uses less gameplay thermometer than having many separate paintings. However, because it flattens things like mirrored strokes and kaleidoscoped strokes into individual edits, and all of the cloned paintings are now unique strokes in the same painting, it will cost more on the graphics thermometer.

The origin point of the new painting will be the average of the origin points of the paintings that were combined, and will be oriented “up” according to the scene’s origin grid.

The order of the strokes will be preserved, with the strokes of paintings created later added after the strokes of paintings created earlier.

Displays the number of selected paintings next to the button.

Delete

Deletes all selected objects.

Open Tweak Menu

Opens the tweak menu for the selected object that was created first.

# Hide Everything Else

When on, hides everything not in the current scope.

Note xray still shows gadgets etc. outside the current scope while this is active. (See Assembly Mode > X-Ray.)

Edit Sculpture

Shortcuts

DS4

moves

: When hovering over a sculpt and using the. When hovering over a sculpt and using the, secondary+ primary

Edits the target sculpture.

Edit Painting

Shortcuts

DS4

moves

: When hovering over a painting and using the. When hovering over a painting and using the, secondary+ primary

Edits the selected painting.

Save As New Creation

Saves the selection as a new creation, a remix of the source creation with everything deleted apart from the selected object. Asks for a name and type of element.

Once saved, the object in the source creation is now a reference to that new creation.

# Edit Keyframe

Begins recording into the Keyframe.

# Stop Recording

Shortcuts

shift

: When not inside a group and using any control scheme,

Stops recording into the gadget.

# Play Mode

This mode is not accessible through the palette menu in edit mode. To go into play mode, press and click on “View” or “Play.”

You can also access this mode from the cover page of a creation.

Camera

While there is at least one Camera gadget in the scene that is either in a chip or is powered by a wire, that view will be “locked in” and be used. (Tg) Note that camera gadgets ignore the player’s “Invert Y” setting; they simply define a view.

If all camera gadgets are not “locked in” in this way and there is at least one powered Possessable Controller Sensor, the controller sensor gadget that either is possessed or was created last will become the target for the view. The camera that is closest to the target and that can see the target’s associated object will become the active one.

Note, this will kick in when the possessed controller sensor is told to respawn. In the time between the existing object being destroyed and a new one being created, if there is another possessable controller sensor in the scene the camera will attempt to adjust to orbit it. (Tg)

If there are no applicable cameras and there is no target possessable controller sensor, the freeroam camera is used.

If there are no applicable cameras and a target possessable controller sensor, the camera will orbit around the target controller sensor and use that controller sensor gadget’s camera settings.

If orbitting and is not wired from the target possessed controller sensor, will be used to rotate the camera around the focal point. (Tg) if the camera would go inside a visible sculpt, it will move in front of it instead so as to keep the target position in view. If this would move the camera too close to the target controller sensor’s associated object the associated object will also become invisible. If the camera angles up by a certain amount, it will move towards the focal point as if avoiding the ground—even if there is no ground to avoid. (Tg)

If orbitting and there is one powered Camera Pointer in the scene, that pointer’s angle and zoom settings will be used. If there are more than one pointer, their settings will be averaged, weighted by how close the pointer position is to the player.

# Sculpt Mode

A Sculpt has its own Sculpt Tweak Menu. Hover over it and press shift + to see its tweak menu.

Sculpts can be scoped into to edit them.

When going into sculpting mode, you will have the smear tool active by default, with the cube shape selected.

Advice: Add a negative shape, then multi-clone it around in a spiral or whatever line you want to cut out. (Mm)

A sculpt is made up of an ordered list of edits that the system uses to play back how you made it to recreate the sculpt when it is used in a scene. (Tg) (Tg) Each edit only affects the edits made before it.

For example, say you’ve placed a positive sphere, then a negative wedge to cut out part of the sphere. You can add a positive cube to where that negative wedge was. Because it was added after the negative edit, it won’t be affected by it. And because the sphere was added before the negative edit, it will be affected by it.

Use or the primary trigger to place an edit. Edits cannot be scoped into, neither can they be selected.

While using any tool, press to exit the tool and default to the Move tool. (Pk)

A sculpt adds to the graphics thermometer based on its outer surface area and detail resolution. But cloning a sculpt adds only a tiny amount to the gameplay thermometer. So to optimise thermometer use, it’s a good idea to reuse sculpts as much as possible. (Mm) (Mm) (Mm)

For rendering, Dreams uses a combination of flecks and a hard inner body (sometimes referred to as the “hull”). The inner and outer parts of rendering can be adjusted separately. The more loose the flecks are, the more of the inner body can be seen through the flecks.

(Pk)

Origin Point

The first ever edit you make in a new sculpt will set the origin point of the sculpt and its orientation. These are used to dictate where the mirror line is and where the kaleidoscope will rotate around. When realigning the grid to the sculpt, this origin point and orientation is also used. (Tg)

Editing Shapes using the Moves

While holding a shape, ta