Object properties

== Transforming object ==
There are a couple ways to move, rotate, and scale your object. You can either do it with global/local axes or you can do it manually from object properties. 
* Pressing W, you can move an object around either on one axis at a time (dragging green, red, or blue arrows), across 2 axes at a time (dragging green, red, or blue planes), or you can drag it from the middle freely across all axes.
* Pressing E, you can rotate an object around only one axis at a time (dragging green, red or blue circles) or you can rotate it from the white parts freely.
* Pressing R, you can scale an object in one dimension at a time (dragging green, red or blue squares) or you can scale it from yellow square in the middle to scale all dimensions at the same time.
Global always points to the same directions, local rotates with the object.
== Physics ==
Objects can be static, pickable or draggable. All objects have these three options to choose from (with a few exceptions).
* Static - They will not be interactable for players and do not highlight when looked at in game. They are not affected by gravity.
* Pickable - Can be picked up into the player inventory. Can be placed freely, or even thrown. Affected by the laws of physics.
* Draggable - Items will be draggable by the player and follow the laws of gravity. Try to make big clutter items in your rooms either be static or draggable, to prevent inventory overspill.
Remember to check "Is Obstacle", if you don't want players to walk through your objects/items.
== Parenting ==
Objects also have the option to add a "parent" or "children". This is a mechanism to create a hierarchy of objects and to affix objects to each other. 
Each object can have only one parent, but multiple children. If you move, scale or rotate a parent object, all child objects will do the same. When animating a parent, all static and animated children will move along with it. Draggable and pickable children will behave according to physics, however.
You can use the object "Empty" from the "Logic" menu to chain-animate an object's movement. This way you can have, for example, a patrolling robot in your room. 
Also parent objects inherit the hit box of their children. The only exception is "Empties" which do not have a hit-box. "Empties" do not inherit hit-boxes of their children if we make the "empty" an animated pickable. 
Parenting can cause issues with animations, scaling and pickables. Items may be warped when you try to move/scale/rotate them in the editor or move/pick them in game. For example, parenting a turnable object to a non-uniformly scaled object will cause the turnable object to deform in game when rotating it.