Introduction The SortAxis property can be set if a factory is associated with a PositionedObjectList which should remain sorted (typically for performance reasons). By default the SortAxis is null, so no sorting will be performed on insertion. Code Example The code example below assumes the following: An entity named Entity with the CreatedByOtherEntities value set to True: A[…]


Introduction LayerOn controls which layer an object is rendered to. By default the value is blank which means that it will be sorted with all other objects with no layer. This value can be changed on an object’s Properties tab. For an object to be on a Layer, a Layer must be defined in the same Screen/Entity that[…]


Introduction The RenderTarget property can be set so a given Layer will render to the RenderTarget rather than to screen. The RenderTarget property can be used for a number of reasons: To create textures used in a multi-pass rendering system, such as to apply layer-wide effects like color tinting or bloom To improve the performance[…]

Live Updater

Introduction The Live Updater plugin provides an interface for changing variables on objects while the game is running. It can be helpful in debugging runtime logic, tuning variables, and testing scenarios which might otherwise require restarting the project. Installing Live Updater Installing the Live Updater requires installing a Glue plugin and installing a NuGet package[…]


Introduction The RemoveSpriteOneWay method removes the argument Sprite from the SpriteManager (for both rendering and automatic updates) but does not modify any relationships between the Sprite and objects outside of the game engine. Specifically, RemoveSpriteOneWay will remove a Sprite from: Rendering Ordered rendering Z-Buffered rendering Layered rendering Automatic engine updates RemoveSpriteOneWay will not remove a[…]

Adding WPF to an Existing Game

Introduction WPF controls can be added to any FlatRedBall PC game. This walkthrough shows how to add a floating control which will both display runtime information and also be used to add new entity instances. Setup This tutorial uses a Glue project named “FrbAndWpf” as the starting point. This Glue project will contain the following:[…]

Glue:How To:Render an Entity to a Texture

Introduction This tutorial will show you how to take any Glue entity and render it to a single Texture. This tutorial will use render targets, multiple FlatRedBall cameras, and modification to Game1.cs, so it does require more-advanced programming. Why render to a texture? You may want to render an Entity to a texture for a[…]


Introduction The AxisAlignedRectangles property is a property of type PositionedObjectList. Therefore, you can use this member the same way you would use a PositionedObjectList<AxisAlignedRectangle>. Code Example The following shows how to loop through all rectangles in a ShapeCollection and perform collision between the rectangles and a Circle named CircleInstance: for(int i = 0; i <[…]

Revision History

Updated November 22, 2015 Plugin now properly closes its tabs when the project closes. Update July 15, 2015 Added scrollbars to the tileset preview window. Update June 26, 2015 Fixed bug where tilesets wouldn’t get saved when changing names or adding properties. Update June 16, 2015 Improved tile rotation support Update May 9, 2015 Added[…]

Inheriting from FlatRedBall Types

Introduction This tutorial will walk you through how to create entities which inherit from FlatRedBall types. More accurately, the process of having Entities inherit from FlatRedBall types is very simple – all you have to do is change the BaseType to the desired type. However, this tutorial will discuss how to work with entities that[…]