# Look & Feel

## Camera

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### Camera Settings&#x20;

Camera is the player's frame of reference (1st or 3rd person, top down, angled). It may or may not include the player's avatar in the view. Open the [**Camera tab**](/en/creator/game-maker/docs/build-menus/top-bar/gameplay.md#camera-tab) in Global Parameters to create a variety of game types, such as a 2D side-scroller, with customisable settings.

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Test collisions and spacing with any camera settings.
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The **Camera Lock** prevents players from zooming in/out with the scroll wheel.
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{% tab title="Post Process Effects" %}
[**Post Process Effects**](#post-process-effects) behaviour can be added to any object to alter the appearance of your whole Experience through the camera.

<figure><img src="/files/PCz6rckSgENKVOAZfVkW" alt=""><figcaption></figcaption></figure>

Transition gradually or switch camera effects anytime to simulate something happening to the player, to signal a major event, for flashback or cut scene logic, etc.

Use the **Custom** option to create a unique visual style for your Experience!
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## Ambience & Effects

Make an experience more immersive with ambient music, dynamic weather, and responsive visual and sound effects.

<div><figure><img src="/files/toJvgmd0PwhSDYeTLsPE" alt=""><figcaption></figcaption></figure> <figure><img src="/files/SSdXjwWcBAwDVHVLKbfQ" alt=""><figcaption></figcaption></figure></div>

<div><figure><img src="/files/uPS8yQ11HlnPuS33SlBc" alt=""><figcaption></figcaption></figure> <figure><img src="/files/DsqWRfNCzdF7x2ueM7mu" alt=""><figcaption></figcaption></figure></div>

### [**Weather Switcher**](/en/creator/game-maker/docs/behaviours/visual/weather-switcher.md) Behaviour

Use defaults or create your own custom weather settings with options including time, colors, clouds, fog, sun, moon, stars, and more.

Gradually or immediately change between multiple [**weather actors**](/en/creator/game-maker/docs/using-assets-and-objects.md#special-logic-actor) based on player actions or logic you create, which can include [**timed cycles**](/en/creator/game-maker/docs/behaviours/basic-logic/timed-events.md) or random triggers.

### [Light ](/en/creator/game-maker/docs/components/display/light.md)Behaviour

Create point or spotlights with soft or hard edges that blend with other light sources in any size or colour you need, including negative light. Gradually or immediately change colour or turn on/off.

Use [**Parent and Child relationships**](/en/creator/game-maker/docs/build-menus/side-bar/hierarchy.md#create-parent-and-child-relationship) between objects to create glowing torches [**players can carry**](/en/creator/game-maker/docs/components/actions/pickable.md), [**moving vehicles**](/en/creator/game-maker/docs/behaviours/movement/basic-platform.md) with headlights, and more. Place static light sources for magical illuminations.

### [Visual FX](/en/creator/voxedit/docs/ve-guidelines/visual-quality.md) Behaviour

Enhance gameplay events such as spells or battles, give players exciting feedback for their actions, or create wider area effects like fog to set the scene. Trigger these effects with sound, proximity to an object, or through messages.

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VFX can be applied to trail from avatars using [**Crowd Events**](/en/creator/game-maker/docs/behaviours/basic-logic/crowd-event.md) behaviour.
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{% hint style="info" %}
Use [**Timed Events**](/en/creator/game-maker/docs/behaviours/basic-logic/timed-events.md) behaviour to coordinate visual and auditory sequences or cycles, such as changes that coordinate with your weather logic.
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## Controls

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Currently, single player Experiences allow more player actions than multiplayer ones. For example, PVE (player vs enemy) combat is in development for multiplayer.
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**USE AS INTENDED IS HIGHLY RECOMMENDED**

Custom avatar workarounds to simulate gameplay that is not built-in are not advised as they may conflict with and/or be made obsolete by software updates.

**Examples:**

Drive/mount, throwing/projectile weapons, aim assist, etc.
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### About Controls

Players use controls to interact with the 3D spaces, objects, and logic built into an Experience.\
\
**CUSTOMISED AVATARS/CONTROLS**\
Custom avatars are mainly used for storytelling purposes. When a custom avatar is set in the [**Spawn Point**](/en/creator/game-maker/docs/behaviours/basic-logic/spawn-point-and-avatars-feature.md) behavior, the controls are unlocked in the Avatar Input Configuration in the spawn point.

<img src="/files/Yy0b2FvDJczjd5r2NmNa" alt="" data-size="original">
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{% tab title="Controls List by Type" %}

### Controls List by Type

For a controls list arranged by relative difficulty, visit [**Ramp of Difficulty**](/en/creator/game-maker/creative-guides/experience-design-techniques/game-design/ramp-of-difficulty.md).

| <p><strong>Camera</strong></p><ul><li>Turn</li><li>Zoom in/out <br>(can lock)</li></ul>                                                                    | <p><strong>Combat</strong></p><ul><li>Attack / Lunge Attack</li><li>Block / Parry</li><li>Sheathe Weapon</li></ul>                                                   | <p><strong>Other</strong></p><ul><li>Emotes (dances, etc)</li><li>View list of NFTs used in the Experience</li></ul>                                                           |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| <p><strong>Movement</strong></p><ul><li>Sit, Crouch, Crawl</li><li>Walk, Run, Slide</li><li>Roll / Dodge</li><li>Jump</li><li>Swim (can disable)</li></ul> | <p><strong>Logic Specific</strong></p><ul><li>Climb</li><li>Slide</li><li>Pull levers, pick up objects, etc.<a data-mention href="#interact">#interact</a></li></ul> | <p><strong>Access Inventory</strong></p><ul><li>Collected items (local)</li><li>Player owned NFTs (equipment in wallet)</li><li>Change equipment used in 6 slots<br></li></ul> |
| {% endtab %}                                                                                                                                               |                                                                                                                                                                      |                                                                                                                                                                                |

{% tab title="Object Interactions" %}

## Endless Possibilities: Interact <a href="#interact" id="interact"></a>

With a single press of a button (**E**), so many things can happen in The Sandbox. It all depends on the animations built into an entity and the logic settings applied when it's used in Game Maker.&#x20;

Here are only a few examples:

| <ul><li>Open a door</li><li>Turn on a machine or platform</li><li>Play video or audio</li><li>Start a timed parkour race or other challenge</li><li>Trigger a blacksmith to "make" and spawn a special item</li><li>Set off a blast with dynamite</li><li>Trigger a seasonal change, restore a wasteland, etc</li></ul> | <ul><li>Talk to an non-player character (NPC)</li><li>Begin a new quest</li><li>"Use" a magical potion or spell at the right moment in the story</li><li>View NFT information for The Sandbox assets or an external PFP NFT on display (includes a marketplace link)</li><li>Make blocks or assets appear or disappear</li><li>Collect or pick up an item</li><li>Trigger a complex sequence of logic</li></ul> |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| {% endtab %}                                                                                                                                                                                                                                                                                                            |                                                                                                                                                                                                                                                                                                                                                                                                                 |

{% tab title="Automatic" %}

### Slide

Assets placed at an angle or with an angled surface of 35 degrees or more will cause players to slide down. Any object can have the Slide component applied for the same effect.

![](/files/HOwzx00g3PHDeYgt0Koc)

### Swim

When players enter liquid blocks that are at least two blocks high, they will automatically begin swimming. Swim can be toggled off in Global Parameters.
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