For the complete documentation index, see llms.txt. This page is also available as Markdown.

🟦Look & Feel

Camera and controls are player-centric. Design Experiences with the player's perspective in mind.

Camera

Camera Settings

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 in Global Parameters to create a variety of game types, such as a 2D side-scroller, with customisable settings.

The Camera Lock prevents players from zooming in/out with the scroll wheel.

Post Process Effects behaviour can be added to any object to alter the appearance of your whole Experience through the camera.

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!

Ambience & Effects

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

Weather Switcher 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 based on player actions or logic you create, which can include timed cycles or random triggers.

Light 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 between objects to create glowing torches players can carry, moving vehicles with headlights, and more. Place static light sources for magical illuminations.

Visual FX 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.

VFX can be applied to trail from avatars using Crowd Events behaviour.

Use Timed Events behaviour to coordinate visual and auditory sequences or cycles, such as changes that coordinate with your weather logic.

Controls

Currently, single player Experiences allow more player actions than multiplayer ones. For example, PVE (player vs enemy) combat is in development for multiplayer.

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 behavior, the controls are unlocked in the Avatar Input Configuration in the spawn point.

Controls List by Type

For a controls list arranged by relative difficulty, visit Ramp of Difficulty.

Camera

  • Turn

  • Zoom in/out (can lock)

Combat

  • Attack / Lunge Attack

  • Block / Parry

  • Sheathe Weapon

Other

  • Emotes (dances, etc)

  • View list of NFTs used in the Experience

Movement

  • Sit, Crouch, Crawl

  • Walk, Run, Slide

  • Roll / Dodge

  • Jump

  • Swim (can disable)

Logic Specific

Access Inventory

  • Collected items (local)

  • Player owned NFTs (equipment in wallet)

  • Change equipment used in 6 slots

Endless Possibilities: Interact

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.

Here are only a few examples:

  • Open a door

  • Turn on a machine or platform

  • Play video or audio

  • Start a timed parkour race or other challenge

  • Trigger a blacksmith to "make" and spawn a special item

  • Set off a blast with dynamite

  • Trigger a seasonal change, restore a wasteland, etc

  • Talk to an non-player character (NPC)

  • Begin a new quest

  • "Use" a magical potion or spell at the right moment in the story

  • View NFT information for The Sandbox assets or an external PFP NFT on display (includes a marketplace link)

  • Make blocks or assets appear or disappear

  • Collect or pick up an item

  • Trigger a complex sequence of logic

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.

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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