> 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/editors-and-settings/how-to-use-the-stage-editor.md).

# How to Use the Stage Editor

## Video Tutorials

[How to Prepare a New Stage Background and Items](https://youtu.be/rzV4NeIHfII)

[How to Build Your Stage in the Stage Editor](https://youtu.be/6fBQPAwA5N8)

[How to Animate Scene Objects](https://youtu.be/CbEwH48k84Y)

## How to open

To open the **Stage Editor**, go to <mark style="color:green;">**HomeDesignMatch3Kit -> Editors -> Stage Editor**</mark> **X** and place the window anywhere you like.

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

***

## What the Editor Consists Of

The **Stage Editor** is divided into four sections:

<figure><img src="/files/HrMeLIWgUUVjcPqShe9j" alt=""><figcaption></figcaption></figure>

The **Stage Editor** is divided into four main sections:

1. **Background Settings** — set up the background for your Stage. \
   **Backgrounds:** <mark style="color:green;">**HomeDesignMatch3Kit → Sprites → Stages**</mark> (Each background is stored in the folder of the **Stage** where it is used.)\
   **Back icons:&#x20;**<mark style="color:green;">**HomeDesignMatch3Kit → Sprites → General UI → Popups → Select Area**</mark>
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

<figure><img src="/files/80U4yKdcKYcDsrS36MAc" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/otldH7LvhkB3G1hG1CLU" alt=""><figcaption></figcaption></figure>

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.

{% hint style="info" %}
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.
{% endhint %}

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.

<figure><img src="/files/cvnTBS08NDcrdQ1Z6TxV" alt=""><figcaption></figcaption></figure>

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.

{% hint style="info" %}
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.<br>
{% endhint %}

<figure><img src="/files/T06S72mZsWBzixfmRE6L" alt=""><figcaption></figcaption></figure>

4. **Stars** — set how many stars are required to purchase this item.
5. **Icon** — assign the icon shown in the purchase menu. <mark style="color:green;">**HomeDesignMatch3Kit → Sprites → General UI → Popups → Select Items → Icons**</mark>
6. **+ Button** — add a child item. It will become available only after its parent item has been purchased.
7. **Delete** — removes the item and all objects linked under it. Plan your dependencies carefully before deleting.
8. **Hierarchy Lines** — help visualize the dependency chain between items.
9. **New Main Object** — creates a new top-level item marked as **1**, independent from the existing chains.

{% hint style="info" %}
You can create custom object animations with Unity’s **Animation Tool**. Otherwise, the default fade-in animation will be used.
{% endhint %}

***

## Section 3 — Creating Stage Objects

First, prepare all object sprites and save them in:

<mark style="color:green;">**Assets → HomeDesignMatch3Kit → Sprites → Stages → \[Current Stage Number]**</mark>

Click the <mark style="color:green;">**+ button**</mark> to create a new **Stage Object**. Rename it, then drag the required sprites into the new Stage Object

{% hint style="info" %}
Add sprites **one at a time**. Unity does not support adding multiple sprites at once here.
{% endhint %}

{% hint style="info" %}
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.
{% endhint %}

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.

<figure><img src="/files/yz3F192l2zl4F2MXXEAy" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/N6VV6xZHjQASRMN6GdiG" alt=""><figcaption></figcaption></figure>

***

## Section 4 — Stage Scene

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

<figure><img src="/files/1qGtLfebEoc6Soy1Tdna" alt=""><figcaption></figcaption></figure>

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