# Abilities

{% hint style="warning" %}
**NEW GAME MAKER 0.12 INFO COMING SOON!**\
The new release has a lot of amazing features, some of which impact the details on this page. Check back soon for an update, and in the meantime you can see a summary of all the updates in the [Changelog](https://docs.sandbox.game/en/creator/game-maker/version-notes-and-changelogs/game-maker-0.12).
{% endhint %}

{% embed url="<https://youtu.be/rAd3Fn4C628>" %}

## What Are Abilities?

Abilities are a new built-in gameplay mechanic allowing players to explore and engage in new ways. The first Abilities released allow players to fly, double jump, and dance on air.

All the player needs to do is equip the right item(s) if an Experience allows certain Abilities to be used.

{% hint style="warning" %}
Currently, only The Sandbox can **create** equipment with Abilities.
{% endhint %}

## Use Abilities

{% tabs %}
{% tab title="Play" %}

### Equip Abilities During Play

1. Press <kbd>**I**</kbd> to open your Inventory.
2. Find equipment with an Abilities icon on its card (top left).
3. Double click or press <kbd>**E**</kbd> to equip.

<div align="center"><figure><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FAv7i3qLicPvjny8V3laP%2Fabilities%20inventory%20and%20quick%20test.webp?alt=media&#x26;token=068649b8-701d-44f6-9dc6-1303cb37731e" alt=""><figcaption></figcaption></figure> <figure><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FlSU38MEpuin2XivnhkCh%2FNFTAs%20-%20GC%20UI%20slots%201x1.png?alt=media&#x26;token=8783a412-d119-4ad0-803e-1faf9b8f9d4d" alt="" width="179"><figcaption><p>Abilities Slots in HUD<br>(bottom right)</p></figcaption></figure></div>
{% endtab %}

{% tab title="Create" %}

### Build Experiences with Abilities

1. Toggle specific Abilities on/off (Gameplay - [#parameters](https://docs.sandbox.game/en/creator/docs/build-menus/top-bar/gameplay#parameters "mention") tab)

<figure><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2F4HL0aaMjzNAtlHH5qa2g%2Fimage.png?alt=media&#x26;token=e7699bb0-59da-4b88-baca-16e7b5e3a5bc" alt=""><figcaption></figcaption></figure>

2. Find equipment assets with Abilities (Library - [#asset-kits](https://docs.sandbox.game/en/creator/docs/build-menus/library-and-quick-access-bar#asset-kits "mention")), set as [collectable](https://docs.sandbox.game/en/creator/game-maker/docs/components/actions/collectable "mention")

<figure><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2Fz7qASQVvM1DHNztwBs8x%2Fimage.png?alt=media&#x26;token=d42c5778-3ee3-4640-9387-74f05f036a9a" alt="" width="563"><figcaption><p>Asset Kit: <strong>Abilities Gear</strong></p></figcaption></figure>

3. Design for specific Abilities (see details per Ability below)
   {% endtab %}
   {% endtabs %}

***

## Ability Types

### ![](https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FRQn0bnCssaMEjdf4CvKV%2Fimage.png?alt=media\&token=a6de4c47-050f-40d3-95e4-97d1045b284e)  Flight

#### Slot: Chest

Players can fly for a short duration, hovering or reaching new heights normally inaccessible.

{% tabs %}
{% tab title="Controls" %}

<table data-card-size="large" data-column-title-hidden data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td></td><td><a href="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FyqnR5aAsSZqukT6JmM77%2FNFTAs%20flight%20samples.webp?alt=media&#x26;token=14647dae-e119-40fb-845e-9b59bbfb20ee">Equipment Abilities flight samples.webp</a></td></tr><tr><td><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FJgxft2Nk3QsDVQ41Fqhd%2FNFTAs%20-%20Flight%20text%20resize2.png?alt=media&#x26;token=b1d56a23-2d9a-43cb-8966-fbc1dd12e1ca" alt="" data-size="original"></td><td><p><strong>Controls</strong></p><p>Toggle: <code>F</code> </p><p>Move: <code>SPACE</code>/<code>C</code>+ <code>WASD</code></p></td><td></td></tr></tbody></table>
{% endtab %}

{% tab title="How it Works" %}

### Flight Basics

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Stats (estimate)</strong><br>Hover: 5 blocks<br>Height: 106 blocks<br>Distance: 40 blocks<br>Time: 5 seconds<br>No cooldown</td><td></td></tr><tr><td><strong>Need to Know</strong><br><span data-gb-custom-inline data-tag="emoji" data-code="2757">❗</span>More player access and visibility<br><span data-gb-custom-inline data-tag="emoji" data-code="2b07">⬇️</span> Forward flies down<br><span data-gb-custom-inline data-tag="emoji" data-code="2b06">⬆️</span> Backward flies up<br><span data-gb-custom-inline data-tag="emoji" data-code="2194">↔️</span> Stable lateral movement<br><span data-gb-custom-inline data-tag="emoji" data-code="1f4fd">📽️</span> Potential tool for <a href="../../publish-experiences/experience-manager/experience-page/create-an-experience-trailer">Experience trailer production</a></td><td></td></tr></tbody></table>

{% hint style="warning" %}
Abilities stats are subject to change to improve controls and gameplay balance.
{% endhint %}

### Benefits

* **Fly Up** - reach new areas in Experiences that take advantage of verticality.
* **Hover** - maintain altitude when platforms disappear, get a bird's eye view to search, etc.
* **Fly Forward Quickly** - dash or change direction fast for exploration or agility challenges.
  {% endtab %}

{% tab title="New Gameplays" %}

### Use Cases

#### Traversal & Exploration

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f3de">🏞️</span> <strong>Large Spaces</strong>: Travel quickly to explore expansive environments.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f4e6">📦</span> <strong>Tight Spaces</strong>: Traverse narrow vertical shafts where jumping is insufficient.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f50d">🔍</span><strong>Hidden Areas &#x26; Secrets</strong>: Explore floating islands, high towers, etc.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f5bc">🖼️</span> <strong>Aesthetic &#x26; Useful Views:</strong> Offer wide vantage points or provide aerial clues.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f501">🔁</span> <strong>Backtracking &#x26; Replay:</strong> Unlock new routes in cleared areas.</td></tr></tbody></table>

#### Advanced Movement & Gameplay

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f525">🔥</span> <strong>Avoid Hazards</strong>: Bypass dangers like fire, lava, spikes, or electrified floors.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f518">🔘</span> <strong>Airborne Interactions</strong>: Activate mechanisms, collect items, talk to NPCs, etc.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="231b">⌛</span> <strong>Timed Challenges</strong>: Race in an area, flip switches in order, and more.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f9e9">🧩</span> <strong>Puzzle Verticality</strong>: Add vertical depth to puzzles with optical illusions, secrets, and interactive objects.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f9b8">🦸</span> <strong>Aerial Agility Challenges</strong>: Speed through checkpoints or obstacles with precision for points, bonuses, etc.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f3af">🎯</span> <strong>Precise Platforming</strong>: Correct jumps as needed for greater accuracy.</td></tr></tbody></table>
{% endtab %}

{% tab title="Creators: Design Considerations" %}

### Design Considerations

#### **Balancing & Accessibility**

* **Flight Duration**: Ensure players can't bypass too many challenges and trivialize gameplay.
* **Obstacle Placement**: Introducing mid-air obstacles, moving platforms, or flying enemies to maintain challenge.
* **Timing & Mechanics**: Ensuring players have adequate practice with hovering without making levels too difficult.
* **Difficulty Balancing**: Avoiding the ability from trivializing level design.

#### **Environmental Integration**

* **Height Management**: Providing meaningful reasons to fly upwards, such as hidden areas or objectives.
* **Invisible Boundaries & Skyboxes**: Preventing players from flying out of the intended play area while maintaining a sense of freedom.
* **Environmental Hazards**: Designing traps and areas where hovering is essential but limited, such as narrow corridors where players must hover to avoid danger.
* **Speed Control & Precision**: Preventing overshooting and ensuring players can adjust direction mid-flight.
* **Open Spaces**: Designing large, open environments that encourage sprint flying.

#### **Skill Progression & Rewards**

* **Unlocking Progression**: Flight could unlock new sections, promoting replayability.
* **Path Variety**: Creating alternate routes that reward mastery of the ability, such as hidden shortcuts or obstacle-based sections.
  {% endtab %}
  {% endtabs %}

### ![](https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FEm5sHfkCGOOoYluoNIdT%2Fimage.png?alt=media\&token=56f09957-75d7-49b1-8f1d-29e129e8287f)  Double Jump

#### Slot: Legs

Players can trigger a second jump, affecting jump height, distance, and direction.

{% tabs %}
{% tab title="Controls" %}

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td></td><td><a href="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FQgRSyJPbjPxDOkFeHz7V%2FNFTAs%20double%20jump%20samples.webp?alt=media&#x26;token=e7eb374c-1d48-4815-b590-f07b111a2c0d">Equipment Abilities double jump samples.webp</a></td></tr><tr><td><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FhDJzks9bFQhZhjpatS6o%2FNFTAs%20-%20Double%20Jump%20text%20resize.png?alt=media&#x26;token=a0bd2b7a-012c-4b13-b63f-19b95f82e820" alt=""></td><td><p><strong>Controls</strong></p><p>Move: <code>SPACE</code> (x2)</p></td><td></td></tr></tbody></table>
{% endtab %}

{% tab title="How it Works" %}

### Double Jump Basics

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Stats (estimate)</strong><br>Distance: 10 blocks<br>Height: 4 blocks<br>No cooldown</td><td><strong>Normal Jump</strong><br>Distance: 6 blocks<br>Height: 2 blocks (previously 1.5)</td><td></td></tr><tr><td><strong>Need to Know</strong><br><span data-gb-custom-inline data-tag="emoji" data-code="2139">ℹ️</span> Added reach with <a href="../../../docs/build-menus/top-bar/gameplay#movement-palette">edge recovery</a><br><span data-gb-custom-inline data-tag="emoji" data-code="231a">⌚</span> Jump timing matters<br><span data-gb-custom-inline data-tag="emoji" data-code="21aa">↪️</span> Jump correction<br><span data-gb-custom-inline data-tag="emoji" data-code="1f513">🔓</span> More spatial access<br><span data-gb-custom-inline data-tag="emoji" data-code="1f3c3">🏃</span> Great for speed running</td><td></td><td></td></tr><tr><td></td><td></td><td></td></tr></tbody></table>

{% hint style="warning" %}
Abilities stats are subject to change to improve controls and gameplay balance.
{% endhint %}

### Benefits

* **Greater Distance** - Jump across wider gaps.
* **Increased Height** - Reach higher platforms, climbable objects, collectables, etc.
* **Mid-air Maneuvering** - Avoid obstacles and hazards, control momentum, or land precisely.
  {% endtab %}

{% tab title="New Gameplays" %}

### Use Cases

#### Traversal & Exploration

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f4cf">📏</span> <strong>Traverse Large Gaps:</strong> Jump a slightly longer distance, normally not possible.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="23e9">⏩</span> <strong>Shortcuts &#x26; Alternate Paths:</strong> Offer multiple ways to explore and race.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f50d">🔍</span> <strong>Hidden Areas &#x26; Secrets:</strong> Encourage exploration and reward risk-taking.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f501">🔁</span> <strong>Backtracking &#x26; Replay:</strong> Unlock new routes in cleared areas.</td></tr></tbody></table>

#### Advanced Movement & Gameplay

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f525">🔥</span> <strong>Dodge Obstacles &#x26; Hazards:</strong> Bypass moving or stationary dangers, barriers, etc.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1fa9c">🪜</span> <strong>Reduce Climbing:</strong> Reach or transition into ladders, vines, or walls.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="21aa">↪️</span> <strong>Control Momentum:</strong> Fine-tune jumps to avoid overshooting targets.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="2b50">⭐</span> <strong>Reach Useful Items:</strong> Collect PowerUps, equipment, resources, consumables, etc.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f3c3">🏃</span> <strong>Speed &#x26; Agility Challenges:</strong> Navigate sequences of dynamic elements with rapid jump execution.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f9e9">🧩</span> <strong>Puzzle Elements:</strong> Create puzzles where jump timing and reach are necessary to find clues, progress, etc.</td></tr></tbody></table>

{% endtab %}

{% tab title="Creators: Design Considerations" %}

### Design Considerations

#### **Balancing & Accessibility**

* **Accessibility:** Ensure that the combination of Double Jump and [**Edge Recovery**](https://docs.sandbox.game/en/creator/docs/build-menus/top-bar/gameplay#movement-palette) is intuitive.
* **Balance:** Challenge and reward, but do not requiring perfect timing too frequently.
* **Soften Consequences:** Use checkpoints near challenging sections to avoid frustration.
* **Assist Struggling Players:** Offer as help to players who fall far behind race leaders.
* **Varied Difficulty:** Let players choose courses where the Ability aids or diversifies gameplay.
* **Obstacle Spacing:** Balance hazard placement to challenge without making jumps unfair.

#### **Environmental Integration**

* **Visibility:** Ensure platforms, hazards, and useful items are not blocked from the player view.
* **Jump Length & Height:** Ensure jump distance and height are considered in the level design.
* **Complexity:** Vary movement with stationary, rotating, moving, sinking, and disappearing platforms, hazards to avoid, and useful objects in sections and throughout the world.
* **Signposting:** Use lighting, shadows, VFX, or other visual cues to indicate jumpable surfaces.
* **Feedback:** Hint at best jump timing and reward success with visual and audio cues.

#### **Skill Progression & Rewards**

* **Risk vs. Reward:** Place valuable collectibles or shortcuts in areas requiring difficult jumps.
* **Scaling Difficulty:** Start with simple jumps and introduce complex combinations over time.
* **Player Choice:** Offer multiple traversal methods, such as edge climbing or directional adjustments, to cater to different playstyles.
  {% endtab %}
  {% endtabs %}

### ![](https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FwFwg85TYPo1n27sFp873%2Fimage.png?alt=media\&token=ad6f92a0-4836-4018-915c-d2a38d225c73)  Air Dance

#### Slot: Arms

Players can glide through the air, making it easy to traverse gaps, avoid hazards, and explore.

{% tabs %}
{% tab title="Controls" %}

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td></td><td><a href="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2Fy1qWBj7hm7sT60LeOSlh%2FNFTAs%20air%20dance%20remake.webp?alt=media&#x26;token=ea81ae52-dea0-4b59-b970-2949793befa6">Equipment Abilities air dance samples.webp</a></td></tr><tr><td><img src="https://331512196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F83PS3g9zpWmq73xzlwFn%2Fuploads%2FPbZHGfBn6yBf1cewNqjC%2FNFTAs%20-%20Air%20Dance%20text%20resize.png?alt=media&#x26;token=377759ea-7335-4d7b-a425-b84472a732b5" alt=""></td><td><p><strong>Controls</strong></p><p>Toggle: <code>CTRL</code></p></td><td></td></tr></tbody></table>
{% endtab %}

{% tab title="How it Works" %}

### Air Dance Basics

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Stats (estimate)</strong><br>Distance: 8 blocks<br>No cooldown</td><td></td></tr><tr><td><p><strong>Need to Know</strong><br><span data-gb-custom-inline data-tag="emoji" data-code="1f57a">🕺</span> Includes a dance animation + music VFX<br><span data-gb-custom-inline data-tag="emoji" data-code="1f6e9">🛩️</span> Horizontal Glide</p><p><span data-gb-custom-inline data-tag="emoji" data-code="1f3c3">🏃</span> Must jump to activate</p></td><td></td></tr></tbody></table>

{% hint style="warning" %}
Abilities stats are subject to change to improve controls and gameplay balance.
{% endhint %}

### Benefits

* **Glide Movement** - Hover as you move over gaps to find new ways to explore areas.
* **Move While Dancing** - Walk or run while dancing with VFX that can't be done with emotes.
  {% endtab %}

{% tab title="New Gameplays" %}

### Use Cases

#### Traversal & Exploration

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f3de">🏞️</span> <strong>Large Spaces:</strong> Reach distant areas, explore vast environments, and more.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f50d">🔍</span> <strong>Hidden Areas &#x26; Secrets:</strong> Encourage exploration and reward risk-taking.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f4cf">📏</span> <strong>Traverse Large Gaps:</strong> Glide across a distance that can't be crossed otherwise.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="2197">↗️</span> <strong>Bypass Difficult Jump Sequences:</strong> Navigate across an area as an alternative to platforming.</td></tr></tbody></table>

#### Advanced Movement & Gameplay

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f525">🔥</span> <strong>Avoid Obstacles &#x26; Hazards:</strong> Hover over lava, spikes, or other hazards.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f9e9">🧩</span> <strong>Puzzle Integration:</strong> Hover over paths or avoid obstacles to trigger events and solutions.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f3b5">🎵</span> <strong>Music Integration:</strong> Enhance fun in concerts, social hubs, and events.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="1f4d6">📖</span> <strong>Narrative Integration:</strong> Enhance storytelling as a key traversal world mechanic.</td></tr></tbody></table>
{% endtab %}

{% tab title="Creators: Design Considerations" %}

### Design Considerations

#### **Balancing & Accessibility**

* **Difficulty Balancing**: Avoiding the ability from trivializing level design while providing an alternative for players who struggle with platforming.
* **Hazard Placement**: Adjusting level hazards and obstacles to accommodate Air Dance while maintaining fair difficulty.

#### **Environmental Integration**

* **Meaningful Design**: Designing lateral progression, hidden pathways, and more.

#### **Skill Progression & Rewards**

* **Ramp of Difficulty:** Start with simple, safe traversals and gradually increase difficulty of distance, avoidance, and landings.
  {% endtab %}
  {% endtabs %}


---

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