🔟Collectable
Can be collected by the player and added to your Inventory. May trigger other logic with a message if consumable or equipment.
Last updated
Can be collected by the player and added to your Inventory. May trigger other logic with a message if consumable or equipment.
Last updated
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Build Singleplayer & Multiplayer Logic - about [SP] or [MP] behaviours or components
Collect an object by interaction (press E
) or collision (enters the player Inventory)
Inputs: Collect an object by:
Interacting (press E
)
Collision
The object enters the player Inventory
Outputs:
One message may be sent when the object is:
collected
consumed from Inventory (press C
)
equipped (equipment assets)
Trigger gameplay, Avatar buffs/debuffs, etc. based on player choice when collected objects are:
Equipped (if equipment)
🆕 Consumed (if set as consumable with toggle)
Collecting objects as part of a story or quest (materials, special items, etc)
Rewarding players gradually for risk-taking by allowing them to access increasingly beneficial Equipment to use
Motivating players to explore by finding hidden items and/or collecting all items
Creating what feels like an economy to purchase items, though the player Inventory currently does not track items being consumed
Any game with a mechanic to make Objects disappear upon collision (which will add up in the player Inventory)
Global (toggle in MP Collectable)
True - One instance per Experience to collect False - One instance per player to collect
Collect Action - Defines how the collection occurs (Avatar collision or interaction)
Display Name - Name of the object displayed in the bottom right when collected (Note: asset name appears in Inventory)
Collect Amount - How many objects are added to the Inventory when collected
Collect Sound - Sound played when collected
Message on Collect - Message sent when collected
Is Droppable (toggle) - can drop via Inventory
Is Consumable (toggle) - players can consume and send a message to trigger logic (broadcast to all, self/player, or rules)
On Equip Broadcast (for equipment assets) Message on Equip - message sent when the collected equipment is applied to the player's avatar (sent every time it is equipped) Equip Broadcast Type - How the message is sent
All - send to all systems
Self - send to the player wearing the item (use for Power Up messages such as Health, Speed, and Oxygen for buffs/debuffs)
Rules - send to Rules System
Consumables (0.10)
Let players decide when to consume Inventory items for an effect (press C
)
Send a message each time a player equips collected equipment
Multiplayer Rework (0.10)
Global toggle merges Curio: True - One player collects
False - Every player collects