# 0.11 Upgrade Guide

{% hint style="danger" %}
Game Maker 0.11 updates collisions and introduces a multiplayer compatible Objectives System.
{% endhint %}

{% hint style="success" %}
:globe\_with\_meridians: Languages (more options coming soon):\
\|  [ 한국어](https://docs.sandbox.game/updates/kr/game-maker/0.11-1)   |   [日本語](https://docs.sandbox.game/jp/creators/game-maker/chcangelog/game-maker-0.11/upgrade-guide)   |   [Türkçe](https://docs.sandbox.game/updates/tr/game-maker/0.11-guncelleme-kilavuzu)   |  [Tiếng Việt](https://docs.sandbox.game/updates/vn/game-maker/0.11-huong-dan-cap-nhat)   |   [Indonesia & Melayu](https://docs.sandbox.game/updates/id/game-maker/0.11-upgrade-guide)   |
{% endhint %}

<div align="right"><figure><img src="/files/5zvtKUvi18YUH19b42kI" alt=""><figcaption></figcaption></figure></div>

<details>

<summary>Checklist</summary>

* [ ] Adjust block/asset spacing for the new Default palette
* [ ] Test all custom avatar animations for the new Default palette
* [ ] Align climbable assets with surface/platform edges
* [ ] Update complex climbable assets/use for simpler collisions
* [ ] Adapt Speaker component setup for removed \[SP] collisions
* [ ] Migrate to 0.11 Objectives, and trigger quests in multiplayer with interactive \[MP] logic

</details>

{% hint style="success" %}
Visit [Game Maker 0.11](/en/creator/game-maker/version-notes-and-changelogs/game-maker-0.11.md) version notes for all updates in this version.
{% endhint %}

## Collision Changes

### <img src="/files/sdPS8EhTpz95kG4lj1If" alt="" data-size="line"> [Movement Palettes](#movement-palettes)

This setting will affect game feel, including camera, controls, and animations.

{% hint style="warning" %}
New Experiences use the **Default** palette with **Coyote Time** & **Edge Recovery** for better platforming, but different object/block positions are needed.&#x20;

Pre 0.11 Experiences may optionally update from the **Legacy** palette.
{% endhint %}

<figure><img src="/files/3KLzqtVnPBRGCnDkWquM" alt=""><figcaption><p>Default palette features</p></figcaption></figure>

#### Key Impacts

* Preventing player access to areas
* Platforming with carefully designed jump heights/distances and/or ramp of difficulty
* Some asset design
* Custom avatar use

{% hint style="warning" %}
**CUSTOM AVATARS & MOVEMENT PALETTES**

Older assets may not include **Edge Recovery** animations when using the new 0.11 default [**Movement Palette**](#movement-palettes). Always playtest custom avatars carefully for every animation needed.
{% endhint %}

{% hint style="warning" %}
Access barriers must be 3 blocks high instead of 2 with the new **Default** palette.
{% endhint %}

{% tabs %}
{% tab title="Game Design (Blocks)" %}

#### Player Reach Estimates

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th>Jump Distance (Walking)</th><th>Jump Distance (Running)</th><th>Jump Height</th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Legacy (Pre 0.11)</td><td>5 blocks</td><td>7 blocks</td><td>1.5 blocks</td><td></td></tr><tr><td>Default (0.11+)</td><td>7 blocks</td><td>10 blocks</td><td>2.5 blocks</td><td></td></tr></tbody></table>
{% endtab %}

{% tab title="Asset Design (Voxels)" %}

#### Player Reach Estimates

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th>Jump Distance (Walking)</th><th>Jump Distance (Running)</th><th>Jump Height</th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Legacy (Pre 0.11)</td><td>160 voxels</td><td>224 voxels</td><td>48 voxels</td><td></td></tr><tr><td>Default (0.11+)</td><td>224 voxels</td><td>320 voxels</td><td>80 voxels</td><td></td></tr></tbody></table>
{% endtab %}
{% endtabs %}

***

### <img src="/files/nU4Hq0F7FHqx9H4byCH0" alt="" data-size="line"> [Climbable Component](/en/creator/game-maker/docs/components/actions/climbable.md)

{% hint style="warning" %}
Align object edges and apply **Climbable** to objects with simpler colliders for best results.
{% endhint %}

**Alignment**

Line up edges for smoother transitions from climbable objects to surfaces.

<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><span data-gb-custom-inline data-tag="emoji" data-code="274c">❌</span> Not aligned</td><td><a href="/files/s4YdP6KnoAcIQvtlZwO3">/files/s4YdP6KnoAcIQvtlZwO3</a></td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="2705">✅</span> Aligned</td><td><a href="/files/pTunkO2ApclkZ5Mm3DN1">/files/pTunkO2ApclkZ5Mm3DN1</a></td></tr></tbody></table>

**Complex Collisions**

Remove collisions on objects with many faces. Then apply the **Climbable** component to an invisible asset in the same location with simple collisions for smooth climbing.

<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><span data-gb-custom-inline data-tag="emoji" data-code="274c">❌</span> Too many climbing surfaces to calculate</td><td><a href="/files/EwD65s5sOsGstAivicZi">/files/EwD65s5sOsGstAivicZi</a></td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="2705">✅</span> Substituted climbable asset for easy calculations</td><td><a href="/files/R5IbwuX52bTQfS7X0QGO">/files/R5IbwuX52bTQfS7X0QGO</a></td></tr></tbody></table>

***

### ![](/files/w0rfqzZyrmJJYBdFNP3f) [Speaker Component](/en/creator/game-maker/docs/components/actions/speaker.md)

{% hint style="warning" %}
Applying **\[SP] Speaker** to an object removes its collisions. Logic may need modifications.
{% endhint %}

Due to the **Look at Target** option, which rotates an actor, **\[SP] Speaker** component can cause inconsistent physics between server and client in multiplayer Experiences. There are two update options:

#### :large\_blue\_diamond: If \[MP] is Acceptable

Change **\[SP] Speaker** component to **\[MP]** and adjustment as needed for the same logical outcomes.

<table data-card-size="large" data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="26a0">⚠️</span> In multiplayer, this changes the object's communication from client to synchronised (server). It will no longer communicate with <strong>[SP]</strong> objects. Modify other logic if needed.</td></tr><tr><td><span data-gb-custom-inline data-tag="emoji" data-code="26a0">⚠️</span> If the object also has other <strong>[SP]</strong> logic applied, <strong>[MP]</strong> can not be applied. If modifying this is too complicated, the other update option may be a better solution.</td></tr></tbody></table>

#### :large\_blue\_diamond: If \[SP] is Needed

Keep the **\[SP] Speaker** component on the object. Then, create a duplicate with collisions, remove all of its logic, and set it to invisible.

***

## ![](/files/aId6sqjvhxBmsNygozEL) [Objectives System Port](/en/creator/game-maker/docs/objectives.md)

<figure><img src="/files/VA5m6vvYs2aSm29PGGzU" alt="" width="563"><figcaption><p>New: Cooperative and Competitive Quests!</p></figcaption></figure>

{% hint style="warning" %}
**0.11 OBJECTIVES SYSTEM**

* Migrating old Experiences is optional.
* Minor UI changes remove redundancies and improve functionality.
* :bust\_in\_silhouette: SINGLEPLAYER - <mark style="color:green;">**\[SP]**</mark> <mark style="color:green;"></mark><mark style="color:green;">behaviours and components</mark> will trigger <img src="/files/aId6sqjvhxBmsNygozEL" alt="" data-size="line"> <mark style="color:blue;">Objectives</mark>.
* :busts\_in\_silhouette: MULTIPLAYER - Triggers from <img src="/files/6bWxmVgiJSMhXlNnC5PQ" alt="" data-size="line"> <mark style="color:yellow;">interactive</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**\[MP]**</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">behaviours and components</mark> must be used to send player source data:
  * <img src="/files/6bWxmVgiJSMhXlNnC5PQ" alt="" data-size="line"> <mark style="color:yellow;">**\[MP]**</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">object</mark>  -->  <img src="/files/aId6sqjvhxBmsNygozEL" alt="" data-size="line"> <mark style="color:blue;">Objectives</mark>
  * <img src="/files/6bWxmVgiJSMhXlNnC5PQ" alt="" data-size="line"> <mark style="color:yellow;">**\[MP]**</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">object</mark>  -->  other logic (including <img src="/files/K7DvySE2fByffjF3KmI3" alt="" data-size="line"> <mark style="color:purple;">Rules</mark>)  --> <img src="/files/aId6sqjvhxBmsNygozEL" alt="" data-size="line"> <mark style="color:blue;">Objectives</mark>
  * <img src="/files/K7DvySE2fByffjF3KmI3" alt="" data-size="line"> <mark style="color:purple;">Rules</mark>  -->  <img src="/files/6bWxmVgiJSMhXlNnC5PQ" alt="" data-size="line"> <mark style="color:yellow;">Spawned</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**\[MP]**</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">object / teleportation to</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**\[MP]**</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">object</mark> --> <img src="/files/aId6sqjvhxBmsNygozEL" alt="" data-size="line"> <mark style="color:blue;">Objectives</mark>
    {% endhint %}

### Upgrade Existing Quests

Follow the step-by-step instructions below for each quest state depending on pre 0.11 quest settings (tab names):

{% tabs %}
{% tab title="1." %}

#### Unlock Quest

{% endtab %}

{% tab title="Auto Unlock" %}
**Auto Unlock** option was removed. For the same functionality:

1. Choose <mark style="background-color:green;">**Requires Message**</mark> and select or create a message
2. Open [Game Rules](/en/creator/game-maker/docs/game-rules.md) and add a [Events](/en/creator/game-maker/docs/game-rules/events.md#onplayerjoin) rule
3. Set the rule's outgoing message to the <mark style="background-color:green;">required message</mark> to trigger Objectives
   {% endtab %}

{% tab title="Requires Message" %}

#### Singleplayer

No change needed.

#### Multiplayer

{% hint style="warning" %}
Player source data required.
{% endhint %}

All players who should be included in the quest must directly interact with a \[MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="2." %}

#### Launch Quest

{% endtab %}

{% tab title="Auto Launch" %}
No change required.
{% endtab %}

{% tab title="Requires Message" %}

#### Singleplayer

No change needed.

#### Multiplayer

{% hint style="warning" %}
Player source data required.
{% endhint %}

All players who should be included in the quest must directly interact with a \[MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="3." %}

#### Quest Type

{% endtab %}

{% tab title="Counter" %}

### Collected Objects

#### Singleplayer

No change needed.

#### Multiplayer

Modify each [**collectable**](/en/creator/game-maker/docs/components/actions/collectable.md) object's Global setting to suit intended gameplay.

<table data-view="cards"><thead><tr><th>Gameplay</th><th>Setup</th><th>Total Collectable Items</th></tr></thead><tbody><tr><td>Each player can collect a tagged object</td><td>Per collectable object, <strong>Global</strong> = <mark style="color:red;">False</mark></td><td><mark style="color:red;">Player Count x Object Count</mark></td></tr><tr><td>One player can collect a tagged object</td><td>Per collectable object, <strong>Global</strong> = <mark style="color:green;">True</mark></td><td><mark style="color:green;">Object Count</mark></td></tr><tr><td>Combination</td><td>Per collectable object, set Global to <mark style="color:red;">False</mark> / <mark style="color:green;">True</mark> as needed</td><td>(<mark style="color:red;">player count x object count</mark>) + <mark style="color:green;">object count</mark></td></tr></tbody></table>

### Object Deaths

No changes needed.
{% endtab %}

{% tab title="Asset Death" %}
No change needed.
{% endtab %}

{% tab title="Timer" %}

### Survive or Defend

No change needed.

### Message Needed

#### Singleplayer

No change needed.

#### Multiplayer

{% hint style="warning" %}
Player source data required.
{% endhint %}

All players who should be included in the quest must directly interact with a \[MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.
{% endtab %}

{% tab title="Wait for Message" %}

#### Singleplayer

No change needed.

#### Multiplayer

{% hint style="warning" %}
Player source data required.
{% endhint %}

All players who should be included in the quest must directly interact with a \[MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="4." %}

#### Quest Completion

{% endtab %}

{% tab title="Auto Completion" %}
No change needed.
{% endtab %}

{% tab title="Requires Message" %}

#### Singleplayer

No change needed.

#### Multiplayer

{% hint style="warning" %}
Player source data required.
{% endhint %}

All players who should be included in the quest must directly interact with a \[MP] behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.
{% endtab %}

{% tab title="Wait for Input" %}
**Wait for Input** option was removed. For the same functionality, change to the **Requires Message** quest type.
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="5." %}

#### Action After Completion

{% endtab %}

{% tab title="Send Message" %}

#### Singleplayer & Multiplayer

No change needed since this is an outgoing message.

{% hint style="success" %}
This message includes player source data!&#x20;

It can trigger changes in a **team** variable or a **player** variable in [Game Rules](/en/creator/game-maker/docs/game-rules.md) if a rule's **Required Message** is set as this message.
{% endhint %}
{% endtab %}

{% tab title="End Game" %}
**End Game** option was removed. For the same functionality:

#### Singleplayer

Use the **Send Message** option to trigger an object's [Victory](/en/creator/game-maker/docs/components/gameplay/victory.md) or [Defeat](/en/creator/game-maker/docs/components/gameplay/defeat.md) component.

#### Multiplayer

Use the **Send Message** option to trigger an object's [Victory](/en/creator/game-maker/docs/components/gameplay/victory.md) or [Defeat](/en/creator/game-maker/docs/components/gameplay/defeat.md) component.

{% hint style="warning" %}
Player source data required.
{% endhint %}

All players who should be included in the quest and the end of game must directly interact with a **\[MP]** behaviour or component that triggers Objectives or triggers a chain of logic that includes Objectives.
{% endtab %}

{% tab title="Nothing" %}
**Nothing** option was removed due to redundancy. No change needed.
{% endtab %}
{% endtabs %}

### Create New Quests

Game Maker 0.11 Objectives communicate on the server (synchronised) level now, which opens up many new creative possibilities.

Though this first version is intended to help creators migrate to the same functionality (solo questing in social hubs), we understand our community will want to explore a variety of scenarios that are now possible. Future updates will make multiplayer scenarios easier to build.

Visit [Text, Quests & Icons](/en/creator/game-maker/creative-guides/logic-guide/text-quests-and-icons.md) for potential new scenarios for [/pages/q6KxIWCpECS7i5s2IPVz#multiplayer-compatible-quests-0.11](https://docs.sandbox.game/en/creator/game-maker/version-notes-and-changelogs/game-maker-0.11/pages/q6KxIWCpECS7i5s2IPVz#multiplayer-compatible-quests-0.11 "mention") with different dependencies, such as which players should experience a quest and whether Game Rules logic should be part of the criteria to trigger it.

Please keep in mind that these are generalized logic flows which need to be tested thoroughly. Please share your ideas and what you learn in the [Creators Forum](https://forum.sandbox.game/).


---

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