puzzle_memory
The puzzle highlights buttons one at a time, then the player repeats the sequence from memory.
Fields
| Field | Type | Description |
|---|---|---|
buttons | List<MemoryButtonDef> | Buttons the player can click. |
sequenceLength | Var<Int> | Number of steps in the sequence. |
highlightDuration | Var<Long> | Ticks each step stays highlighted. |
stepGap | Var<Long> | Ticks between two steps. |
inputDelay | Var<Long> | Ticks before input is accepted after the demonstration. |
highlightMaterial | Var<Material> | Material shown while a button is highlighted. |
solveSound | Sound | Played when the puzzle is solved. |
MemoryButtonDef
| Field | Type | Description |
|---|---|---|
position | Var<Position> | World position of the button. |
material | Var<Material> | Material displayed for this button. |
clickSound | Sound | Played when this button is clicked. |
See the shared puzzle fields for lifecycle, timing and trigger options.
How could this be used?
A shrine that plays a four-note melody on note blocks the player has to echo back — raise
sequenceLength on later attempts to make the shrine harder each time.