Housing decoration
Attach a child to 0: Base to decorate the joystick body. It stays still when someone moves the stick.
Mikeybox creator guide
Arrange real Animal Company items, choose where children attach, preview the result, and send the JSON to Mikeybox. This guide works for Prime and Fabrication, including the Quest browser.
A child is stuck to a parent item. Some parent items have more than one part it can attach to. Select the child, then use Attach to (parent sub-part) in Properties to choose that part. The selector does not choose a different parent item; Use Selected sets the parent for children you add next.
| Parent item | Edge in selector | What happens in game |
|---|---|---|
| Most items | 0: Base | Children stay attached to the item's ordinary root. This is the only editable edge on most prefabs. |
item_joystick and item_joystick_inv_y | 0: Base | Children stay on the housing while the stick tilts. |
item_joystick and item_joystick_inv_y | 1: Stick | Children follow the moving stick. The Hierarchy marks these children @1. |
item_robot_arm_left, item_robot_arm_right, item_robot_arm_left_galaxy, and item_robot_arm_right_galaxy | 0: Root | Children attach to the arm item's ordinary root. |
| 1: Arm | Children follow the upper arm. | |
| 2: Lower Arm | Children follow the lower arm. | |
| 3: Hand | Children follow the hand. |
Joysticks are one item with two attachment edges, not two separate items. The regular joystick and inverted-Y joystick share the same base/stick edge choices; the inverted variant changes its response to controller input. Switching an existing child between Base and Stick preserves its current visible rest pose while changing which part carries it in game.
The robot arm variants have moving-part edges @1, @2, and @3. Their frames have not been measured, so the editor preserves imported edges verbatim and locks placement editing; it cannot safely create a new child on those parts. Avoid changing the parent item of a locked child: guessing an edge frame would change its placement in game. An edge number that the parent does not actually have can make the game silently attach the child to Base with the wrong coordinates; heed the Validation panel.
Attach a child to 0: Base to decorate the joystick body. It stays still when someone moves the stick.
Attach a child to 1: Stick to swing it with the stick. This works for pointers, lights, letters, or another joystick.
Use item_joystick_inv_y when you want the opposite Y tilt. Its attachment edge numbers remain Base 0 and Stick 1.
item_joystick or item_joystick_inv_y as Root or Child. Select that joystick in the Hierarchy and press Use Selected.@1.@1. Download a JSON backup, then deliver a test copy in game.You can also build a link manually: select the current joystick as Add Parent, add another joystick as Child, change the new child's edge to 1: Stick, and use Snap to stick tip before fine tuning its rotation. Snapping a manually rotated child keeps that rotation. Each link has its own moving stick, and controller input passes through the held stuck graph.
@1 edge is what makes the child move with the stick.Click an item in the viewport or Hierarchy. Ctrl/Shift-click to select several. Subtree selects a branch and All selects the invention. The Selection list shows which item is active; click a row there to make it active.
Drag a Move or Rotate handle to transform multiple selected items as a group. Selected descendants move with their parent once. If the root is selected, it carries the entire invention in the workspace.
The X/Y/Z, rotation, scale, and color controls in Properties currently edit the active item only, even if several items are selected. Click a different row in the Selection list to edit that item. Use the transform handle for a shared move or rotation.
Converge selected origins moves at least two independently selected child items to their shared center while keeping their rotations and child graphs. It ignores the root and any locked imported edge. Use this when several pieces should meet at one point.
| Tool | Use it for | What it makes |
|---|---|---|
| Duplicate | Another identical child or selected child group | A copy at the same pose, including each selected item's stuck subtree and contents. The root cannot be duplicated. |
| Patterns | Words or shapes made of item “pixels” | New stuck children under the current Add Parent. Each pixel is a real item and remains editable afterward. |
Select an item and drag its Hue and Saturation sliders. The preview shades the exported texture using the game's HSV offset rule: Hue adds an offset to the texture hue; Saturation adds an offset to its saturation. High positive saturation can clip channels, so a gold item can turn red in game. Check the rendered item, not just the slider number.
Jelly writes the item's jelly strength into the JSON, but the editor does not currently simulate its in-game material or motion effect. Scale Modifier runs from -128 to 127; the physical size range is shown below the slider and can vary by item prefab. Keep the root at scale 0 when possible because the spawner can stack root scale onto its children.
In Wear and aim preview, turn on Show ghost player, choose an animal, and anchor the invention to back, left/right hip, or left/right hand. This is a preview beside the editable original. Hand placement is a sample pose because actual hands follow VR tracking; the preview does not save a root world pose.
Turn on Forward sight line and laser rays to inspect the player's forward view and mining-laser directions. Set Look target distance, select one or more mining lasers, then press Aim selected lasers at look target to rotate their +Z firing axes toward that marker. This does edit the selected lasers' saved rotations; merely showing the ghost does not. Game lighting and material effects can still differ from the browser preview.
The Validation panel updates as you edit. It reports errors, warnings, and notes, plus node count, stuck-child count, depth, and empty guns. Fix errors before sending a package; hosted send actions refuse a file with validation errors.
The game's goop machine has smaller save limits than Mikeybox's JSON loading path. Validation may show a note about machine-save limits even when menu or pad loading is otherwise usable.
Download saves a JSON file through your browser. Load file opens one. In the local PC editor, Save can write to goop_captures; on a hosted site, save is a browser download. Use Child to add another catalog item to the invention currently open.
On Prime, choose Send to Mikeybox bot; on Fabrication, choose Send to Fabrication pad. Enter your full account display name and an optional four-digit PIN using digits 1–4. A PIN package can be requested from the empty Prime or Fabrication pad with those four drum hits. In MIKEYBOX, you can also ask the voice bot to deliver it and say the PIN.
On the Prime or Fabrication pad, put an item on the plate and tap four drums to set its scan PIN. Use Load from Mikeybox bot or Load from Fabrication pad with your full account name and that code. Prime voice scans use the eight-digit code the bot reads to you. Each new scan replaces your earlier one; scans expire.
A PIN package is indexed by account name and PIN, so use the same four digits on the site and pad. The optional no-PIN slot is unlocked only after a PIN package from that browser was successfully delivered; then one drum hit on an empty Prime or Fabrication pad requests it. Room names and available actions depend on the site you opened.