Author the popups players see: skill level-ups, new maps, boss kills, loot and quests.
Notifications & Feedback
Every time something happens to a player — a skill levels up, they walk into a new map, a boss goes down, an item drops — the game shows a notification card. You decide what each one looks like, where it appears, how it animates and what it sounds like.
Your game already has a complete set of cards out of the box. You only come here when you want to change one.
Where to Author
Studio → Notifications in the left sidebar.
The list on the left is your templates, grouped by the kind of moment they answer. The right side is the live preview, the card settings, and the motion editor.
Creating Your First Card
1. Open Notifications. 2. Click New — or pick a stock card from Start from a stock card at the bottom of the list, which copies the built-in look so you can adjust it instead of starting from blank. 3. Under Fires on, choose the event this card answers (e.g. Skill Level Up). 4. Type your wording into Title. Use tokens for the parts that change. 5. Pick a Motion preset and press Replay to watch it. 6. Click Save.
The card is live the next time that moment happens in game.
Tokens
A token is a placeholder the game fills in. The Available tokens row under Fires on lists exactly which ones your chosen event supplies — click into the title and type them with curly braces.
| Event | Tokens |
|---|---|
| Skill Level Up | skill · level · prevLevel · levelCap |
| Character Level Up | level · prevLevel |
| Entering a New Map | zone · zoneType |
| Location Discovered | location · zone · discoveredCount · totalCount |
| Boss Slain | boss · zone · participants |
| Item Obtained | item · qty · rarity |
| Quest Objective | quest · objective · current · required |
| Achievement Unlocked | achievement · points |
A token the event doesn't supply renders as nothing — it never shows raw braces to a player. The editor warns you when you use one that won't resolve.
Channels — Where Cards Appear
A channel is a lane on the screen. Cards in a queue channel wait their turn, so a level-up is never stepped on by the next one; cards in a stack channel pile up.
| Channel | Where | Behaviour | Used by |
|---|---|---|---|
| Hero | Upper centre | One at a time | Skill-ups, level-ups, discoveries, achievements |
| Title Card | High centre | One at a time | New map, boss slain, world events |
| Feed | Top right | Stacks, 8 visible | System notices, crafting |
| Quest | Top right, below the tracker | Stacks, 4 visible | Quest progress and completion |
| Loot | Centre, grows upward | Stacks, 5 visible | Items obtained |
| Alert | Screen centre | Stacks | Death, urgent prompts |
Want one unified stack instead? Point every template at Feed.
Card Settings
| Field | What it does |
|---|---|
| Shape | Plate, Banner, Ribbon, Pill, Diamond, or None (text only) |
| Alignment | Left, centre or right |
| Width / Height | Fixed size in pixels. Leave blank to hug the content |
| Corner radius | Rounds the corners. Ignored by Pill and None |
| Skew | Slants the card into a parallelogram. The text stays upright |
| Padding | Space between the edge and the content |
| Eyebrow | Small uppercase line above the title, e.g. "LOCATION DISCOVERED" |
| Title | The main line |
| Body | An optional second line, smaller and dimmer |
| Icon | From the event uses the skill/item/boss icon; A fixed image always shows the same one; No icon hides it |
| Icon side | Left, right or above the text |
| Background fit | How background art fills the card: cover, contain, stretch or tile |
| Text / Accent / Glow / Surface colour | Leave blank to follow your project theme |
| Uppercase title | Capitalises the title |
| Accent rule | A thin gradient line under the title |
| Priority | Higher wins when two cards compete for a queue channel |
| Merge repeats within | Repeats of the same thing inside this window merge into one card instead of spamming the feed |
Motion
Pick a preset and you're done — all fourteen presets look finished on their own. Adjust In, Hold and Out to change the pacing; the preset re-derives itself, so a longer hold doesn't slow the entrance down.
For finer control, use the timeline below the preset. Each row is one animated property:
- Drag a key to move it in time and value
- Double-click an empty track to add a key
- Right-click a key to cycle its easing (Linear, Ease In, Ease Out, Ease In-Out, Overshoot, Elastic, Step)
- Alt-click a key to delete it
- Click the ruler to scrub — the preview jumps to that exact frame
Editing a track marks it edited; the rest keep following the preset. Reset curves to the preset undoes all of it.
Sound
Choose a sound slot so the sound follows whatever the player has bound in Sounds — rebinding one file then updates every card using it. You can also point a card at a specific uploaded audio file instead.
Gotchas
- A card with no text, no icon and no artwork saves, but players see an empty box. The editor warns you.
- Total duration of zero is refused — the card would appear and vanish in the same frame.
- Deleting a template doesn't remove the notification. The moment falls back to the engine's stock card. To silence one entirely, uncheck Enabled.
- Publish your project after editing. On a hosted or desktop server the templates travel with a publish; without one the server keeps showing the stock cards.
- Reduced motion (a player accessibility setting) keeps the fade but drops travel, rotation and blur. Don't rely on motion alone to carry meaning.
- The whole system sits behind the Notifications feature flag. Off = no cards at all.