Signals · Detectors · Local effects

Let scene items respond to what is nearby.

Tag any item as a signal emitter, configure detection rules on another, and create audience-aware local effects without encoding game-specific concepts.

General by design

One engine, any meaning.

01

Signals

Use your own vocabulary. Items only advertise normalized tags; detectors decide what those tags mean.

02

Rules

Layer multiple ranges, falloff curves, targets, and effects—even for the same signal.

03

Privacy

Each client independently renders only the local effects intended for that player.

Getting started

Configure the scene, then let it run.

GMs configure scene items from the extension popover. The background runtime keeps evaluating even after the editor closes.

  1. 1
    Tag emitters

    Add one or more signals to items that advertise nearby facts.

  2. 2
    Create detector rules

    Choose a signal, range, response curve, and one or more effects.

  3. 3
    Choose targets and audiences

    Each effect independently decides what it acts on and who sees it.

  4. 4
    Keep playing

    The local runtime handles movement, scene changes, and cleanup automatically.