For the complete documentation index, see llms.txt. This page is also available as Markdown.

How to Use the Stage Editor

Video Tutorials

How to Prepare a New Stage Background and Items

How to Build Your Stage in the Stage Editor

How to Animate Scene Objects

How to open

To open the Stage Editor, go to HomeDesignMatch3Kit -> Editors -> Stage Editor X and place the window anywhere you like.


What the Editor Consists Of

The Stage Editor is divided into four sections:

The Stage Editor is divided into four main sections:

  1. Background Settings — set up the background for your Stage. Backgrounds: HomeDesignMatch3Kit → Sprites → Stages (Each background is stored in the folder of the Stage where it is used.) Back icons: HomeDesignMatch3Kit → Sprites → General UI → Popups → Select Area

  2. Stage Objects & Order — manage object relationships and their purchase order.

  3. Interactive Objects — create and organize interactive objects.

  4. Stage Scene — place and arrange objects in the scene.


Section 1 — Main Settings

  1. Use the arrows to switch between Stages.

  2. Enter a Stage number manually to jump directly to it.

  3. Set the Stage name.

  4. Set the main background.

  5. Set the colored Stage preview shown in the Areas section (in game).

  6. Set the grayscale Stage preview shown in the Areas section (in game).

  7. Total Stars required to complete the Stage. This value is calculated from the stars assigned to all items in Section 2.

  8. Click Test Stage to test the items configured in Section 2.

  9. Click Open to open Section 3 and create or edit Stage objects.

  10. Use + / − to create a new Stage or delete the current one.

  11. Gifts — set the rewards players receive for completing the current Stage.


How to Set a Reward for Completing a Stage

Open the Gifts tab. Click + to add a reward, select the reward from the dropdown list, and set the amount. Use "−" to remove it.


Section 2 — Object Dependencies & Purchase Order

In this section, you create relationships between the Stage Objects from Section 3.

First, create all objects for the current Stage and place them in the correct visual order so they overlap properly. Then define which objects are independent and which depend on others.

For example, a nightstand can become available only after the bed is purchased. Items placed on the nightstand, such as a lamp or books, can appear only after the nightstand itself is purchased.

Independent objects can be placed at the top level and are marked as 1. Objects that depend on them are marked as 2, then 3, and so on. If an object visually depends on several previously purchased items, make sure its position in the hierarchy reflects that purchase order.

  1. Object Name — enter it manually. This is the name players will see in the purchase menu.

  2. Collapse Arrow — show or hide the object details.

  3. Stage Objects — objects purchased together as one item. For example, one carpet purchase can include two carpet sprites. You can keep them together or split them into separate items.

I recommend keeping objects separate when possible. Their animations will play one after another, and each purchased object will also get its own visual trail effect.

  1. Stars — set how many stars are required to purchase this item.

  2. Icon — assign the icon shown in the purchase menu. HomeDesignMatch3Kit → Sprites → General UI → Popups → Select Items → Icons

  3. + Button — add a child item. It will become available only after its parent item has been purchased.

  4. Delete — removes the item and all objects linked under it. Plan your dependencies carefully before deleting.

  5. Hierarchy Lines — help visualize the dependency chain between items.

  6. New Main Object — creates a new top-level item marked as 1, independent from the existing chains.

You can create custom object animations with Unity’s Animation Tool. Otherwise, the default fade-in animation will be used.


Section 3 — Creating Stage Objects

First, prepare all object sprites and save them in:

Assets → HomeDesignMatch3Kit → Sprites → Stages → [Current Stage Number]

Click the + button to create a new Stage Object. Rename it, then drag the required sprites into the new Stage Object

Add sprites one at a time. Unity does not support adding multiple sprites at once here.

If you want to create a custom animation using the Animation Tool, add the animation to the Stage Object itself, not to the objects inside it.

These Stage Objects are then assigned to items in Section 2.

For example, if you created carpet_1 and carpet_2, you can create a Carpets item in Section 2 and assign both Stage Objects to it.


Section 4 — Stage Scene

This is where you assemble your Stage Objects and place them in the correct positions in the room.

For a more detailed overview of the Stage Editor, please watch the video tutorial.

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