The Level Instance device is a volume where you can place structures and props, then save the collection. If you need multiple groups of items that are all the same, you can copy and paste the device to place that grouping wherever you need it.
If you edit a copy of the Level Instance device (such as adding or removing props), the change is made to the original and all other copies.
Finding and Placing the Device
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From Create mode, press the Tab key to open the CREATIVE inventory screen.
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Click the DEVICES tab. You can scroll to select the device, use the Search box to look up the device by name, or the Categories in the panel on the left.
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Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
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Press Esc to return to your island in Create mode. Use your phone to position the device, then click to place it. Press Esc to detach the device from your phone.
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Point at the device with your phone. If the CUSTOMIZE popup doesn't open immediately, move closer until it does, then press E to open the Customize panel.
If you're using multiple copies of a device on an island, it can be helpful to rename them. You can choose names that relate to each device’s purpose, so it’s easier to remember what each one does.
Contextual Filtering
Some devices are affected by a feature called contextual filtering. This feature hides or displays options depending on the values selected for certain related options. This feature reduces clutter in the Customize panel and makes options easier to manage and navigate. However, it may not be easy to recognize which options or values trigger contextual filtering. To help you identify them, in our device docs we use italic for any values that trigger contextual filtering. All options will be listed, including those affected by contextual filtering; if they are hidden or displayed based on a specific option’s value, there will be a note about that in the Description field for that option.
Device Options
This device has some basic functionality, like determining the size of the volume, and whether you can edit the items placed in the device.
You can configure this device with the following options.
Default values are bold. Values that trigger contextual filtering are italic.
Basic Options
Option | Value | Description |
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Edit State | Editable, Locked | Determines whether items can be added to this level instance. If you choose Locked, the size options do not display. |
Level Width | 5, Pick a width | Determines the width of the volume, in tiles. Click the arrows to select a number, or click inside the field to type in a number. This option does not display if the Edit State option is set to Locked. |
Level Depth | 5, Pick a depth | Determines the depth of the volume, in tiles. Click the arrows to select a number, or click inside the field to type in a number. This option does not display if the Edit State option is set to Locked. |
Level Height | 5, Pick a height | Determines the height of the volume, in tiles. Click the arrows to select a number, or click inside the field to type in a number. This option does not display if the Edit State option is set to Locked. |
Level Instance Name | Auto-generated name, pick a name | When you place the Level Instance device, a Level Instance Name is automatically generated by default. To customize the name, click the arrow to open the flyout panel. Click inside the box at the top to edit the name. Click the checkmark to save the name. This is also where you pick from a list of Level Instances you have already created, or click New Level to create a new one. |
Enable at Game Start | On, Off | Determines whether the Level Instance device is enabled when the game starts. If you choose Off, the device can only be enabled by a signal from a channel. |
Content Collection | Creative, The Block 2.0 | This determines what kind of props, terrain or structures you can place inside the Level Instance volume. The default Creative gives you access to all assets in the Creative inventory. Choosing The Block 2.0 limits you to assets from Battle Royale that can be used in The Block 2.0. |
Channels
The channel system has been deprecated and will be removed in the near future. The system replacing it is Direct Event Binding, which is already available for you to use.
Right now, you have to manually convert your islands to the direct event binding system. However in the near future all islands still using the channels system will automatically be converted, which might break your islands.
For more information refer to the Direct Event Binding System section below, or the Direct Event Binding page.
When one device needs to "talk" to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
This device has receivers that perform a variety of functions when receiving a signal over a channel.
Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel.
Option | Value | Description |
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Enable When Receiving From | No Channel, Pick a channel or enter a channel number | The device is enabled when it receives a signal on the selected channel. |
Disable When Receiving From | No Channel, Pick a channel or enter a channel number | The device is disabled when it receives a signal on the selected channel. |
Transmitters
This device has no transmitters.
Direct Event Binding System
Direct event binding allows devices to communicate directly, which makes your workflow more intuitive, and gives you more freedom to focus on your design ideas. Switching to this system is the next step in creating more complex and diverse game mechanics.
The direct event binding system eliminates limitations that exist in the channel communication system, because the devices communicate directly with other devices. When you're designing an island, you don't have to worry about reaching the maximum channel limit, or planning out your channel allocation ahead of time.
Additionally, when you copy-paste devices you no longer need to edit them to change the channel assignments — the events and functions in the original carry over to the copies.
Each device placed will have a unique identifier assigned to it, which is needed for the events and functions to work correctly. The ID automatically assigned is a random set of numbers and letters, however, so as a best practice you should name each device individually with something that has meaning and is easily remembered.
To convert your island, follow these steps:
- Select an existing island or a new island.
- Open the My Island settings, and click the *Tools tab. Next to Event System, click Convert**.
- A warning message displays. Confirm your selection by clicking Confirm.
Your island automatically reloads with the direct event binding system in place. Any devices you place will now have the Events and Functions tabs in the Customization panel, instead of Channels.
Below are the Functions and Events options for this device.
Functions
Option | Select Device | Select Event | Description |
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Enable When receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Enables the device. |
Disable Device When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | Disables the device. |