Parts

Tower Creator Part Properties

Understand Tower Creator shared and unique part properties, change fields in a safe order, and test appearance, collision, physics, and behavior.

Tower Creator part properties control appearance, collision, physical behavior, and the unique action of an advanced object. Select the correct part, open its current Properties panel, and change one field at a time. Community documentation describes a two-arrow panel control and a broad Rescripted-era field list, but some entries are incomplete, so the live label and accepted value are authoritative.

Open Properties on the intended object

Enter Edit Mode in your own slot or one where you have explicit build permission. Return to Select, clear any accidental multi-selection, and target a simple part. Confirm the highlight and visible object name before opening Properties.

For a grouped advanced object, decide whether the property belongs to the whole model, its root, an attachment, or an internal part. Use Model Select only when you mean to reach an internal object. Changing the wrong level can move geometry without changing behavior—or change behavior while the visible shell stays the same.

Record the original value before editing. A screenshot is useful for one field; a written note is better for a multi-part linked system. Undo may not cover property changes consistently, so do not rely on it as your only recovery path.

Shared appearance and physics fields

CanCollide

Controls whether the player or other physics objects can pass through the part. Test it from normal play, not only from Noclip.

Community reported · TC:R reference

Color and Material

Define the main visual surface. Use contrast to distinguish route, danger, interaction, and decoration.

Community reported · TC:R reference

Transparency

Changes visibility. It does not automatically prove that collision is disabled, so test both fields separately.

Community reported · TC:R reference

CastShadow

Changes whether the part contributes a shadow. Check readability at the lighting settings used by the tower.

Community reported · TC:R reference

Reflectance and Surface

Alter the visible finish or face treatment. Effects can depend on material and current rendering behavior.

Community reported · TC:R reference

Mass

Affects physics when supported by the object. Size, shape, anchoring, and connected systems may also matter.

Community reported · TC:R reference

Change appearance first, then collision, then physical behavior. This order makes it easy to see whether a failure came from a hidden obstacle, a solid decoration, or an advanced action.

Unique properties belong to one object family

Part-specific fields appear only when the selected object supports them. Community documentation lists examples such as conveyor speed, X-Pusher travel and physics fields, swing dismount behavior, vine movement, zipline segments and momentum, turret projectile behavior, button timing, camera movement, dialogue text, and music playback.

Do not paste a field name from another object and assume it has the same units. “Speed” can describe a conveyor surface, a projectile, a zipline, or a player effect. Read the object’s current description and change a small amount in a disposable test.

Attachments and behaviors can expose another level of fields. In Rescripted-era community notes, multiple attachments may be added and a return-to-parent control moves back through the hierarchy. Record which level you are editing so the same property name does not get assigned to the wrong component.

Change numeric fields safely

Start from the current default and make a modest change whose effect is easy to observe. If a value represents time, measure the delay from activation to result. If it represents distance, mark the start and endpoint. If it represents speed, ensure the route has enough room for the new motion.

Reject values that the current interface does not accept. Do not use Infinity, NaN, scientific-notation tricks, or limits copied from old bug reports. Historical behavior may have been patched, and deliberately invalid input can break a part or trigger a moderation response.

After finding a useful value, test the low, intended, and slightly higher conditions rather than jumping to an extreme. This reveals whether the obstacle remains readable for players who enter at different speeds or angles.

Every changed field should answer a design question. CanCollide should determine whether a route is physically blocked. Transparency should communicate visibility. A timer should create a readable window. Movement speed should support an intended jump. Camera timing should reveal a destination without trapping the player.

Write the outcome next to the changed value in your project note. “Conveyor moves toward the red landing; normal run reaches the center” is more useful than “speed 12,” especially when a future update changes units or defaults.

For linked objects, record the input, target, output, and reset condition together. A correct property cannot rescue a missing link. Use the Triggers hub when activation travels across more than one object.

Test properties outside Edit Mode

Finish editing and approach from the intended entrance. Walk into and around the part. Check visibility, collision, motion, camera, audio, and failure recovery. Activate the object twice if repeat behavior matters. Reset the player and rejoin after the local test passes.

Ask another player to test without seeing your Properties panel. They should understand the result from the tower itself. If they cannot tell why a surface moved, disappeared, or changed movement, add a visual cue before increasing the effect.

Test performance-sensitive visual properties in a realistic scene. A single neon or transparent part may be harmless; hundreds of overlapping surfaces, shadows, particles, and moving objects can be expensive. The Settings guide helps separate client visibility choices from tower design.

Diagnose a property that appears ineffective

  • Confirm the intended part or hierarchy level is selected.
  • Check whether another behavior, attachment, button, or trigger overrides the field.
  • Verify that a link or reference still points to the correct object.
  • Leave Edit Mode and activate the system from its real input.
  • Reset, then rejoin to test persistence.
  • Compare the current root place with the version used by the tutorial.
  • Restore the original value if the result is ambiguous.

If a community property page leaves a description blank, do not guess from the field name in a finished tower. Test it on a disposable copy or ask in the verified community with the exact object and version.

Current verification boundary

CanCollide, CastShadow, Color, Material, Reflectance, Surface, Transparency, and Mass are documented as common Rescripted properties by the community wiki. The exact material list, ranges, defaults, units, and object-specific fields are update-sensitive. This guide uses their functional meaning while leaving unsupported numeric limits to the live interface.

Continue to Advanced Parts for object families, or return to the Parts List to choose a simpler part.

References

Continue with another focused Tower Creator guide.

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