Engine Fields
The Engine Fields are a set of global values that control the physics simulation for your game. They can be changed in the Settings panel and also modified at runtime using the Engine Fields events.
These fields are primarily used by the Platformer Behaviour and by the physics system in general. They can also be used manually if you are building your own movement logic.
These values are global — they apply to every actor in the game. You cannot have different gravity values for different actors using engine fields alone. For per-actor physics, set velocity and acceleration directly on each actor.
Physics Fields
Max Velocity X
The maximum horizontal speed an actor can reach, in pixels per second. Typical values: 60–180 for platformers, 30–80 for top-down games.
Max Velocity Y
The maximum vertical speed an actor can reach, in pixels per second. Typical values: 120–300. Set this high enough that falling feels responsive.
Acceleration
The horizontal acceleration applied when simulating left/right platformer movement, in pixels per second squared. Typical values: 200–600. Higher values make the character feel more responsive; lower values feel more floaty.
Deceleration X
The horizontal deceleration applied when acceleration is not active (i.e., the player releases the direction buttons), in pixels per second squared. Typical values: 200–800. Higher values mean the character stops more quickly.
Deceleration Y
The vertical deceleration applied when acceleration is not active, in pixels per second squared. This is rarely used in platformers (gravity handles vertical motion) but can be useful in top-down games.
Gravity
The global gravity value applied to actors with the platformer behaviour enabled, in pixels per second squared. Typical values: 400–1000. Higher gravity makes jumps shorter and snappier.
Jump
The initial upward velocity when a jump occurs, in pixels per second. Typical values: 150–400. This works together with gravity — higher jump with higher gravity feels fast and punchy, while lower values of both feel floaty.
Tips
- Start with the default values and adjust in small increments while testing in the Play Window.
- The feel of your game is determined by the relationship between these values, not any single one. Gravity vs Jump determines jump arc; Acceleration vs Deceleration determines how "slippery" movement feels.
- You can change engine fields at runtime using scripting events — for example, reducing gravity during an underwater section or increasing jump strength with a power-up.
See Also
- Engine Fields Event Glossary — Scripting events to read and modify engine fields at runtime
- Collisions & Physics — The collision and physics system
- Behaviours — Platformer and tile-movement behaviours that use these fields
- Settings — Where to configure engine fields in the editor

