Level Structure
A level in ULTRAKILL is made up of a bunch of rooms, and each is typically split by Doors, Checkpoints, and other objects.
In a given room, there are 2 main child objects:
- Non-Stuff (also known as Static)
- Stuff (also known as Dynamic)
Non-Stuff
This is your geometry, static assets, and things that do not need to be reset on Checkpoint restart.
Stuff
This is your arenas, setpieces, and things that do need to be reset on Checkpoint restart.
It is absolutely important that your Stuff object has the GoreZone component added to it. This is required when it comes to using Checkpoints.
With this, the typical hierarchy of a room consists of:
- 1 - MyRoom
- Non-Stuff
- Floors
- Walls
- Ceiling
- SkullAltar
- Stuff
- ArenaTrigger
- Wave1
- Wave2
- Breakables
- Non-Stuff
It is best to organize your hierarchy and level in this manner, as a room-by-room setup is easy to navigate and aids in basic optimization later on with Doors.
It also helps to number your rooms incrementally, as 1 - MyRoom suggests that it is the first room in the level's layout.
If your room does not need a Stuff object (i.e. the room doesn't have any arenas, resettable setpieces, etc.), then you can omit it.