> For the complete documentation index, see [llms.txt](https://docs.candy-smith.com/main/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.candy-smith.com/main/match-3-kit-home-design/customization/bonus-item-setup.md).

# Bonus item setup

<figure><img src="/files/gDrCpzodDKPZaP4edSlm" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/bgosoZba1fgjEX3OLkDE" alt=""><figcaption></figcaption></figure>

Defines the type of the bonus item used by the gameplay systems.

Examples:

* `BONUSBOMB` — bomb bonus
* `ROCKET` — rocket bonus
* `MULTICOLOR` — multicolor bonus

### Item Behaviour

Defines the basic behaviour of the item.

This field controls:

* Matching
* Switching
* Neighbour damage
* Explosion behaviour

### Outline Glow Material

Specifies the material used for the item’s outline glow effect.

### Base Speed

Defines the initial falling speed of the item.

### Max Speed Multiplier

Defines the maximum falling speed multiplier that can be applied to the item.

### Acceleration Rate

Defines how quickly the item accelerates while falling.

### Bonus Behaviour

Contains settings specific to bonus item activation.

#### Activate By Touch

Determines whether the bonus can be activated by touching or clicking it.

### Ignored Objects

Contains objects that should not receive damage or effects from this bonus item.

<figure><img src="/files/utTQEGgPytnCn9YBJtU9" alt=""><figcaption></figcaption></figure>

## Combination Editor

The Combination Editor contains the settings that define how a bonus combination is detected and created.

### How to open the Combination Editor

1. Select a bonus item prefab in the Project window.
2. In the Inspector, find the `ItemBonus` component.
3. Click the `Combination Setup` button.

<figure><img src="/files/SRkgElf7W0nrDvxxTW1e" alt=""><figcaption></figcaption></figure>

Combination settings are stored in:

`Assets/Resources/Settings/Combinations`

<figure><img src="/files/e2LRgJYThfyz83Lj8jvI" alt=""><figcaption></figcaption></figure>

### Combination Editor fields

#### Item Type

Defines which bonus item is created by the combination.

The selected value must match the `Current Type` of the corresponding bonus prefab.

#### Priority

Defines the order in which combinations are checked.

If several combinations are possible, combinations with a higher priority are processed first.

#### Score For Combination

Defines the score awarded when the combination creates a bonus.

#### Can Be Rotated

Defines whether the combination pattern can be rotated.

When enabled, the pattern can be detected in different rotations.

When disabled, only the configured orientation and its supported mirrored orientation are used.

#### Matrix

Defines the main pattern required to create the bonus.

The matrix contains a 5×5 grid of cells.

Each cell can represent:

* An empty position
* A required item
* The main item that is swapped

The matrix is used during normal combination detection.

#### Matrix Prediction

Defines the patterns used by the move prediction system.

These patterns are used to find possible moves that can create the configured bonus.

Prediction patterns can include rotated and mirrored versions of the main matrix.

#### Add Matrix

Adds another combination pattern to the asset.

Use multiple matrices when the same bonus can be created by different patterns.

#### Remove Matrix

Removes the last combination pattern from the asset.

At least one matrix remains in the asset.
