Getting Started – Buildbox 3 Manual

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Getting Started

Welcome to Buildbox 3! We are excited to see your ideas come to life!

If you are brand new to Buildbox and haven’t watched the Getting Started video, now may be a good time. If you’d rather explore the product on your own, you can find a few suggestions in  Exploring Buildbox.

Whether you start from scratch on your own, choose to do a tutorial, watch a video, or play a prebuilt game template, when you first open Buildbox, you are presented with the Welcome screen. This screen accommodates all your choices, provides the latest news and software updates, and allows you to start a new project or open an existing one.

The Getting Started screen consists of two parts, a Buildbox pane on the left and the main display area with three tabs on the right.

Buildbox Pane

The Buildbox pane allows you to do the following:

  • Create a new game project. For example, see Making a Simple Video Game with Tutorials.
  • Open a recent project, if you have already started and saved one.
  • View the latest Buildbox news and announcements.
  • Access additional resources, such as Forum, Discord, our YouTube channel, and Buildbox facebook page.

Tabs

The three Getting Started tabs provide you with the following options:

Templates This tab displays a list of templates that you can choose to get started. These are basically prebuilt mini-games that demonstrate various Buildbox features and functionality.

  • To preview a template, hover your mouse over it. See Previewing Templates.
  • To load a template, double-click it.
Tutorials This tab two types of tutorials that provide step-by-step instructions and explain the Buildbox 3 features and tools:

  • Interactive tutorials that open a new Buildbox window and walk you through a project.
  • Video tutorials that demonstrate the the product functionality and provide useful tips.

    All video tutorials are grouped by their content, such as Tools, Gameplay, Tips and Tricks. For a product overview, see the Getting Started video. See also Make a Game with Tutorials.

Each group has additional navigation controls at the top right that you can use to view all tutorials in the category.

Updates Use this tab to check for software updates and the latest release notes. Alternatively, on the Buildbox menu bar, select Help > Check for Updates.

What’s New JS API

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What’s new in Buildbox 3.4 JS API

3.4.3
  • Touch events can be disabled with disableTouch() after they’ve been enabled with enableTouch(). You can see this in action if you drag a new “Is Touched” node out of the Node Library.
3.4.2
3.4.1

3.3.10
  • New name() function added to Linker
  • New setParent() function added to Entity
  • signal() function updated with new source parameter, which contains the output connection that sent the signal.
    • The updated Logger node is an example of how to use the new parameter.
3.3.9
3.3.7
3.3.1

Purchase Button – Buildbox 3 Manual

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Purchase Button

Add this button to allow the player to remove ads or purchase items  typically found in a game shop screen or elsewhere in your game. Just drag it from the Asset panel to the UI Editor and define the purchase button  attributes as described below.

Important: The Purchase Button is only available for Buildbox Pro users.

Name and Transform Attributes

Option Description
Name Enter a custom name for the button, if needed. It will be displayed in the Outliner.

Don’t leave this field blank, as you won’t be able to tell what button it is if you hide it.
Position Enter the appropriate values for each axis to specify a precise position for the button on the screen.

You can also drag the button to the desired location directly in the UI Editor.
Rotation Enter a degree value to specify the rotation angle of the button.
Scale Enter a value for each axis to make the button as proportionally large, or wide or narrow as needed.

You can also select the button in the UI Editor and drag its corner handles to resize it as needed.
Opacity Enter a value from 0 to 1 to specify the transparency of the button. For example, if you enter .5, the image will be semi-transparent.

Button Image Attributes

Option Description
Image Drag a PNG image for the button in its inactive state.
Image Selected Drag a PNG image for the button when it is selected.
Autohide If you want the button to appear momentarily and then fade away, specify the number of seconds for the button to be displayed for before disappearing.

To keep the button displayed on the screen, enter 0.

Stick to Edge Select this checkbox to keep the relative size and position of the button when scaling the screen for different sizes.
Additive Blending Select to add a glow effect overlay to any graphics or 3D objects underneath the button.

Action and Sound Attributes

Option Description
Type Currently, only one option is available, Remove Ads.
Visibility Threshold To make the button appear only after the player views the UI where it’s located certain number of times, enter the number of required views. Otherwise, leave it at 0, and the button will be displayed as soon as the player views this UI.
Interval If you want the button to disappear after the player clicks it, enter the number of seconds, typically 1 or 2, after which the button should disappear.
Click Sound Drag an MP3 file with the sound to be made when the player taps the button. See also Adding Music and Sound Effects.
Release Sound Drag an MP3 file with the sound to be made when the player releases the button.

Purchase and Other Attributes

Option Description
Block Touch Through If this button happens to be stacked on top of another button, and you don’t want the player to be able to tap the button underneath and trigger its action, select this check box.
Keyboard Key Typically applies to Windows exports. Type a key name that will activate the button when the user presses the specified key. In some scenarios, you may also associate it the Back button on the Android devices.
Buy And Use Select to use the purchased item immediately.
Quantity Enter the number of items to be purchased.
Purchase Complete Drag an MP3 file that you want to play to confirm a purchase. See also Adding Music and Sound Effects.
Purchase Method Select the type of payment for this purchase:

  • Free—the player will receive the desired items for free.
  • In Game Currency—the player will have to pay with the game currency.
  • In App Purchase—the player will need to make a purchase in an App Store.
  • Rewarded Videos—the player needs to watch a video.
One-Time Purchase Select to specify how often you want the player to make this purchase.

  • Default—player can make this purchase any number of times.
  • One-Time Purchase—player can purchase once, and will not be able to make this purchase again.
  • Pre-Game Purchase—player can only make this purchase before the game starts.

Movement Nodes – Buildbox 3 Manual

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Movement Nodes

These nodes apply different types movement or motion to an asset that they are attached to. See also Making Characters Jump and Objects Move.

For details on how to add a movement node to a character or object in a game, see Adding, Editing, and Deleting Nodes.

Node Icon Description Customizable?
Move Allows the asset to travel in the direction specified in the axis values. Yes
Jump Launches a Dynamic asset into a direction that is defined in the axis values. Yes
Set Scene Speed Changes the scene’s path speed. Yes
Motor Propels a hinge linker object forward. Yes
Path Move Allows the asset to move forward on a continuous path in the direction of the End Point. Yes
Float Allows the player to keep an asset afloat before and prevent it from falling to ground level. Yes
Rotate Allows the asset to rotate along the specified axes. Yes
Bounce Applies a continuous bouncing motion to an asset. Yes
Wave Applies a continuous wave motion pattern that shifts an asset into the specified direction then returns it to the point of origin at a consistent speed. Yes
Move In Direction Moves an asset in the direction specified by a UI Joystick asset in a UI screen. Yes
Glue Allows a dynamic asset to stick to another asset when they collide, and can only connect to the If Collide node. Yes
Gravitate Allows a dynamic asset to move and gravitate toward character assets. Yes
Velocity Drag Applies physics resistance to a dynamic asset’s movement and rotation. Yes
Speedometer Changes the text on a specified UI Label. Yes

Action Nodes – Buildbox 3 Manual

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Action Nodes

Action nodes are used to make assets perform specific functionalities

For details on how to add an action node to a character or object in a game, see Adding, Editing, and Deleting Nodes.

Node Icon Description Customizable?
If Collide Creates a Collision Shape that triggers a reaction when a physics based object makes contact. No
Switch Alternates between two different outputs when activated. When output A is activated, output B will be the next output to be activated. Yes
Event Creates an Event within a World that can take the player to a different UI or world screen. No
Spawn Creates a specified asset in the scene at the current asset’s location. Yes
Defeat Removes the asset from the world while activating any attached nodes. Yes
Set Visibility Shows or hides all of the asset’s 3D models and images. Yes
Set Color Applies a color overlay to any 3D model or image in the asset. Yes
Set Random Color Applies a random color as an overlay to an asset that has a 3D Model node or an Animation Node. Yes
Set Background Color Changes the color of the world background. Yes
Camera Shake Applies a continuous shake to the camera. Yes
Camera FOV Animation Changes the camera’s field of view over time. Yes
Camera Position Animation Moves the camera in the direction specified by the axis values over time. Yes
Camera Rotation Animation Rotates the camera in a direction specified by the axis values over time. Yes
Camera Zoom Animation Sets the camera zoom amount over time. Yes
Position Limiter Keeps the asset position contained within a boundary specified by the minimum and maximum axis values. Yes
Position Animation Changes the asset position over time. Distance and direction specified in the axis fields. Yes
Rotation Animation Rotates an asset over time. Amount specified in the axis fields. Yes
Rotate Towards Rotates an asset to face the camera or another specified asset. Yes
Scale Animation Changes the asset size over time. Amount specified in the axis fields. Yes
Color Animation Changes the asset color over time.
Modify Timer Modifies the amount of time remaining in a Timer node. Yes
Timer Enables a number of seconds to be counted down before the Timeout output can activate another node. Yes
Set Ui Text Changes the text on a specified UI Label.
Wake Up Activates any attached nodes when a character comes within the specified distance. Yes
Add Point Increases the point score type by a specified amount. For details on how to display your score by score type, see Adding Score. Yes
Reset Resets the specified point score back to 0. Yes
Play Animation Plays the scene animation of the asset. Yes
Health Gives the asset Hit Points, or a health amount that determines when an asset is defeated. Also determines what happens when an asset has been damaged, healed and defeated. Yes
Damage Applies damage to this asset or one it collides with by subtracting from a Health amount specified by a Health Node. Yes
Heal Heals this asset or one it collides with by adding to a Health amount specified by a Health Node. Yes
Set Time Warp Changes the game speed. Yes
Random Activates one of its outputs at random based on a 0-1 numeric value. Yes
Random 5 Activates one of five connected nodes at random. Yes
Set Physics Changes the physics settings on an asset. This will override the physics settings on the start node. Yes
Send The Send nodes create a special kind of event for the Receive nodes to use and activate any connected nodes on a different asset. Yes
Receive
Debris Explosion Spawns multiple specified assets as debris in a burst outward from the center of the attached asset. Yes
Slingshot Launches a projectile in a given direction based on how far back the player pulls and aims the asset. Yes
Set Checkpoint Stores the current progress of the game or app. Yes
Load Checkpoint Loads the progress of the last checkpoint that was set in the game or app. Yes
Attract Makes the attached asset move towards another asset specified by an If Collide node. Yes
Haptic Feedback Activates a low or high vibration level on a mobile device. Yes

Script Node – Buildbox 3 Manual

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Script Node

This advanced node allows you to create a custom node in JavaScript.

  • To write or paste your own code, double-click on the node to open the Script Editor Panel. Here is our JavaScript API documentation.
  • You can also hover your mouse over the node and click the + icon to create inputs and outputs to use in your code,
  • To add attributes to this node, click Add Attributes on the bottom of the Options Panel once the Script Editor is open.

In the Name attribute field, type a custom name for this node, if needed.

For more details on customizing nodes, see Customizing Nodes.

Export a Game Project – Buildbox 3 Manual

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Export a Game Project

This page has been updated for version 3.4.2.

To export your project, you need to complete the steps below and then compile your game project for the platform where you want to publish your game.

Saving and Exporting Your Game Project

  1. Remove unused images and sounds:
      1. On the Buildbox menu bar, go to Tools > Atlases.
      2. In the Atlas Editor, select each atlas and in the Options panel click Optimize.
      3. Close the Altas Editor.
    1. On the menu bar, go to Tools and select Remove Unused Sound Objects.
  2. On the Buildbox menu bar, select File > Project Settings.
  3. In the Project Settings window, fill in the General project settings for each platform where you want to publish your game.
    Make sure to set a unique bundle ID for each platform App Store where you want to publish your game, for example, in the Apple App Store settings and Google Play Store settings. This will prevent errors and notifications when compiling your game.
  4. Close the Settings window.
  5. On the Buildbox menu bar, go to File > Export and select the platform where you want to publish your game.
    A progress indicator appears as Buildbox saves your game project.

    1. If you have not added ad monetization, you will receive a pop-up asking if you want to do so. We highly recommend you add this so that you can make money off of your game, and it’s as simple as can be. Find more info here.
    2. You will also see a pop-up regarding your bundle ID. If your bundle ID is already taken, we ask that you change it. If your bundle ID is available, you will be asked to “claim” it for yourself. For prompt and accurate payouts, it’s important that you DO NOT manually change your bundle ID after export.
    3. Lastly, if you have not set up your Hyperwallet account by the time you export, you will be prompted to do so. This is not a requirement for export, however we ask that you do so as soon as possible to ensure we are able to pay you out.
  6. In the Save As field, type a name for your exported game project folder and select a location for it on your computer, for example, Desktop.
    If you are planning to export to more than one platform, to be able to distinguish between the export folders with the same name, include the platform name at the end of the export folder name, for example, My Game Name iOS.
  7. Click Save.
    A progress indicator appears as Buildbox exports your game project.
  8. When the process is complete, navigate to the export folder where you saved it on your computer and open it.
  9. For all platforms except Windows EXE, compile your project in Xcode, Visual Studio, or a similar IDE, as explained below.

Compiling Your Game Project

For iOS

Prerequisites

If you plan to include any ad SDKS in your game, you need to download Xcode 12 or later. This complies with the iOS 14 requirements and gives players the option to allow tracking.
  • Complete the saving and exporting steps above, including the settings for Apple App Store.
  • Install the latest version of Xcode on your Mac computer. If you only have a PC, search for solutions to running Mac OS on other computers online.
  • Make sure you have an Apple Developer Account or at least an Apple ID so that you can add an account during the compilation process, if you don’t have one.

To compile your game in Xcode for iOS:

  1. Navigate to the iOS export folder where you saved your game and double-click your Xcode project file named BBPlayer.xcodeproj.

    Xcode opens with your project loaded.
  2. In the panel on the left, select BBPlayer at the top and navigate to the Signing & Capabilities tab on the right as shown below.
  3. In the Team drop-down, select your developer account. If you don’t have one, select Add an Account and enter your Apple ID and follow the onscreen instructions.
  4. Select the device on which you would like to run your game:
    1. Plug in your device to your computer with a cable and, if you want to trust the connected computer, select Trust on your device when prompted.
    2. In the Device list that appears in Xcode, scroll and select the device you need, for example, iPhone 11 Pro Max.
    3. If you are prompted to register your device in the Status section, click Register Device and follow any onscreen instructions that may appear.
  5. Unlock your device.
  6. In the top-left corner of the Xcode window, click the Run button.
    A blue build progress indicator appears at the top of the Xcode window.
  7. When prompted, enter your computer password as the login keychain password.

When the build is complete, you should be able to play your game on your iOS device. Congratulations! You’ve compiled you game project and can now upload your game to the App Store.

For Android

Prerequisites

  • Complete the saving and exporting steps above, including the settings for Google Play Store.
  • Install the latest version of Android Studio and Android Gradle Plugin.
  • (Optional) Install the Dropbox app on your Android device for importing the APK file.

Open your exported project in Android Studio:

  1. Navigate to the Android export folder where you saved your game and double-click your either the build.gradle or settings.gradle Android Studio Documents.

    Android Studio opens and starts syncing your project. If prompted to search for an application, click Choose Application and select Android Studio to load the gradle file.
    If prompted to install any missing SDK packages, do so by following the displayed links and installation instructions.
    After the synching process is complete, the build output is displayed with green checkmarks at the bottom of the Android Studio window.

Build APK for Dropbox:

  1. Click the Make Project button .
    The build process begins, with the progress indicated by green checkmarks appearing in the Build Output section. When the build is completed, a new build folder is added in your game export folder.
  2. Navigate to the app-debug.apk file in the newly added folder, android > app > build > outputs > apk > debug.
  3. To install the APK, connect your device to the computer and in Android Studio, click the Run App button . Follow the onscreen instructions.
    You can also add the APK file to your personal Dropbox, create a sharable link, and then use the Dropbox app on your device.

Build AAB for Google Play:

Google Play now requires Android App Bundles (.aab) to submit to the Play Store.
  1. In the menu, select Build -> Generate Signed Bundle / APK…
  2. Follow the steps in the subsequent window to build an Android App Bundle.
  3. For more information on app signing, please reference the following Android Developer guide: Sign your app

Congratulations! You’ve compiled you game project and can now play your game and upload it to the Google Play Store.

Ad Monetization – Buildbox 3 Manual

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Ad Monetization

Table of Contents

1 Introduction
2 Understanding Ad Placements
3 Best Practices
4 How to Set Up Ad Monetization
5 Claiming a Bundle ID

Introduction

What is Ad Monetization?

Ad Monetization is the use of in-game ads to make money. The more ads served the more money you make. Simple, right?

Why Ad Monetization?

Well, to put it simply, it’s the most popular way to make money off of a free game. While there are other ways to make money off of games (Premium game costs, In-App purchases, etc), ad monetization reigns supreme.

How?

One of the challenges of effective ad monetization is balancing the amount and types of ads in your game with the overall user experience players will have playing it (since you want to make money, but most people won’t like ads interrupting their gaming). Finding that sweet spot will maximize the Lifetime Value (LTV) of your users.

We will get into how to best accomplish this in a minute, but first let’s talk about the different ad placements.

Understanding Ad Placements

  • Banner
    Static ads that display at the bottom of the UI screens. They allow players to continue interacting with your game without interruption. Players can click the ad to access an external link or close the ad as desired. 
  • Interstitial
    Ads that appear across the entire screen and interrupt the game. Players can click the ad to access an external link or close the ad and continue playing your game. These are generally the most intrusive and have the highest potential to be annoying to users.
  • Rewarded Video
    Optional full-screen, skippable videos that players can watch in exchange for a non-liquid, in-app reward after viewing the entire ad. Examples of rewards are: access to new levels, an extra life, continued play, points, coins, or something else without monetary value.

Best Practices

Now that you understand what each of these formats are, let’s talk a little more about how to most effectively use them. Keep in mind that you can either build the game and then place the ads as appropriate when you are done, or you can design your game specifically around the ads you want to monetize on.

  • Banner
    • When it comes to banner ads, you can really include them anywhere in your game, just as long as it’s not blocking any User Interface elements or important parts of the screen. In theory, you may be able to accomplish this during gameplay, but generally it’s best to keep these to main menu screens so as not to detract from the overall polish and aesthetic of the game you’ve worked so hard to create. See an example of this in action both on-screen and in BB below. 
  • Interstitial
    • These ads are by far the most intrusive and therefore need to be used sparingly, or at least used with a good amount of consideration of where they are placed since these are non-skippable and full screen takeovers. In order to not interrupt players mid-gameplay, these are best utilized on game screen changes (i.e. after a player loses and is transitioning back to the home screen.) See an example of this in action both on-screen and in BB below. 
  • Rewarded Video
    • These are by far the most player-approved types of advertisement as they are an opt-in format and they offer a reward. Meaning a player chooses to watch this video in exchange for something. That “something” is entirely up to you, but the following are common usages for this format. Keep in mind that you can utilize these in multiple ways in a single game.
      • Doubling In-Game rewards (daily rewards or end of level rewards)
      • Upon game over, watch a video to continue your life
      • Watch for in-game currency
      • Watch for helpful hints (puzzle games)
iOS Apps in the “Kids” category or Apps intended for children may not use the AppLovin SDK per App Store Review Guidelines.

Additional information around Best Practices can be found here.

How to Set Up Ad Monetization

So now that we understand the foundation of Ad Monetization, let’s take a look at how we add it to our game using Buildbox.

  1. To add banner and interstitial ads, on the Mind Map, select the Start node and/or UI nodes where you want to display the ads.
  2. In the Options panels on the right, Select the Banner Ad and/or Interstitial Ad checkboxes.
  3. In the Ad Frequency fields, enter the number of times you want the ad to appear. For details, see UI Node Attributes.
  4. To add rewarded videos, open the Node Map of the asset that you want to trigger the video and add the Rewarded Video monetization node to it. For details, see Adding Asset Nodes.
  5. Create a HyperWallet account so that Buildbox can pay you out for the revenue you generate*
  6. When ready, export your project.
  7. When you run on device through Android Studio or XCode, you should now see test ads!
For the game’s Start node, no frequency options are available in its Options panel. Since ads need to be preloaded when the game starts, banner and interstitial ads added to the Start node on the Mind Map will not appear on the Start UI screen when it is first loaded. They will be displayed only if the player chooses to replay the game.

*See our Rev Share Details page for more information

That’s it! With Buildbox’s easy ad monetization, just insert ads into your game and Buildbox handles the rest.

  • No need to create an account with any ad networks
  • No need to add the SDK in the Project Settings page
    • Note: the SDK will not show up in the Project Settings > SDK page unless you choose to add it manually. It is added automatically upon export as long as you have ads in your game.

Note: Buildbox 3 no longer supports the inclusion of AdMob and ironSource via our previous Easy Ad Monetization Solution. Those on Free and Plus plans will have those networks replaced with AdBox for any games that previously included them. If you wish to continue to user AdMob and ironSource, you may do so via the Custom Ad Integration option available in the Pro plan.

If you would like to integrate custom ads into your game, see Custom Ads.

Claiming a Bundle ID

What’s a bundle ID?

A bundle ID is the unique identifier for your game. It is a requirement to put your game on Google Play or the App Store, and can be set in Project Settings. A common pattern for bundle IDs is: com.companyname.gamename

What does it mean to “claim” a bundle ID?

When you export your game, you will be prompted to claim a bundle ID. This is how Buildbox keeps track of the games you’ve exported to pay revenue to your Hyperwallet account.

  • You may export as many times as you need on a bundle ID you’ve claimed.
  • Bundle IDs are claimed per platform (Android or iOS).
  • Bundle IDs must be unique on Google Play/App Store.
    • It is possible to claim a bundle id with Buildbox only to find that it’s already taken on the App Store. In that scenario, you’ll need to change your bundle ID in Project Settings and claim a different one instead.

Settings – API Reference

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Settings

Settings is a dummy class that can be extended in any way to store user information. Every time the user minimizes app, this class is serialized and saved in JSON format. It is restored during next game session.

Code example in Buildbox:

// store the name of the selected character
Settings.selectedCharacter = this.entity().name();

// get the stored character name from Settings
let charName = Settings.selectedCharacter;

You can also see this code in action in the Variable Save and Variable Load nodes.

Variables set in the Settings class can be accessed and changed after export from within Xcode (iOS), Android Studio (Android), and Visual Studio 2017 (Windows). This can be useful for custom SDK integration, A/B testing, and more. Note: Windows Exe files cannot be edited post-export.

To access the Settings class in Android Studio, import PTPSettingsController. Then you can set variables with setSettingsValue(), continue on the above example: setSettingsValue(“selectedCharacter”, “‘Character1′”) or for an object variable, setSettingsValue(“myObjectVariable”, “{objectid: 123, myString:’my string here’}”).

To access the Settings class in Xcode or Visual Studio 2017, import BBRuntime/BBRuntimeShared.h and use getSettingsValue and setSettingsValue.

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Project Settings – Buildbox 3 Manual

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Project Settings

To configure your project information, metadata, scoring options, and other settings for your game to prepare it for export, select File > Project Settings on the Buildbox menu bar.

A window opens with three sets of settings:

General

Use this tab when creating and exporting project.

You may also watch the Project Settings video that provides a high-level overview of the options on this screen.
Setting Description
Game Icon Drag a square PNG file with your game icon image, which will appear on the player’s mobile device. The image corners will be automatically rounded, so no additional editing is required.
Full Game Name Enter the name of your game.
Score Type Select what you want scoring to be based on in your game:

  • Distance—(Default) How far the player traveled in a World.
  • Coins Collected—The number of coins collected in a World.
  • Points Collected—The number of points collected in a World.
Orientation Select screen orientation for your game:

  • Landscape (horizontal)
  • Portrait (vertical)
Game Version Enter your game version for version control when submitting updates to App Stores.
Use Encryption Select to encrypt your game file to prevent other developers from stealing or remaking your game.
Share Screen Select which game image to use for sharing on social media:

  • Game Field Screen—A game play screenshot, which is typically one of the last scenes played before entering the UI where the share button is present.
  • Game Over Screen—The UI screen that is connected to the Game Over Event Observer.
Screen Adjustment Select how to scale the screen image for sharing on social media:

  • Default—Classic Buildbox scaling.
    This automatically sets the screen resolution game size for iPhone, iPad, or iPhoneX.
  • Fit to Height—Scale image to fit the screen height. The sides will be cropped and will adjust as needed to reflect aspect ratio changes.
    For example:
  • Fit to Width—Scale image to fit the screen width. The top and bottom will be cropped and will adjust as needed to reflect aspect ratio changes.
    For example:
  • Auto
    If you can create an image that fits the iPhone 5, iPhoneX, iPad resolutions, use it. Otherwise, create a separate image for each resolution.
Reset Message Enter a warning and confirmation request message to be displayed when the player presses the Reset Game button in the game.

For example, “IMPORTANT: You are about to erase all your game progress and start over. Are you sure you want to do that?”

Not Enough Currency Message Enter a warning message to be displayed when the player does not have enough currency to make a purchase in the game.

For example, “It looks like you don’t have enough currency to complete this purchase.”

App Store There are several App Stores for different devices to which you can export your game. You can select one App Store at a time, enter the required information, and save your settings for all of them at once. When you export a game to an App Store the corresponding settings will be used.

Editor

Setting Description
Near Render Distance These settings apply to the Scene Editor where you edit your game Worlds. This is helpful when you have very large scenes and need to see most of the scene in the Editor. See also World Workspace.
Far Render Distance
SDKs

Use this tab to add custom ad networks for monetizing your game. If you use Buildbox’s easy ad monetization solution (AppLovin), there is no need to add anything in this tab; it will be added for you automatically on export. For details and instructions, see Ad Monetization.

  • Here is a guide on adding a custom ad network.
  • If you have multiple networks added, ads will be first displayed from the network that is listed first.
  • You can change the order of the networks by dragging their entry using the handle in the top-left corner.
    • If you do not add AppLovin to the SDK list, it will be automatically added at the bottom of the list on export. You can add AppLovin and reorder it to change this.
  • To delete the custom ad network, click x in the top-right corner of the entry.