🔹Components
A component is a logic bundle that increases an object's interactive potential through player actions so you can quickly build custom gameplay with no code.
Last updated
A component is a logic bundle that increases an object's interactive potential through player actions so you can quickly build custom gameplay with no code.
Last updated
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A component is a bundle of logic that applies additional interactive characteristics to an object. This allows for player actions to influence objects directly and indirectly through their actions.
OBJECT LOGIC
Behaviours relate to object or Experience actions. An object may have only ONE.
Components relate to player actions. An object may have one of each type.
Components allow you to quickly build precise interactions between players and objects, with many parameters that can be modified for custom mechanics. No coding experience is needed!
Example:
Climbable can be applied to an object so players can reach an isolated area.
An enemy with a Health component can be defeated. If a Drop component is added to it, upon death it can spawn Collectable loot items.
A Collectable object can play a sound and send a message. If a logic actor placed at the same location has Visual FX activated by the collect message, visual feedback will also appear.
The component groupings below are how they're often used. However, a Health component simply allows an object to be destroyed and isn't limited to living things. Think outside the box based on what components can do, and you'll be designing cool custom mechanics in no time!
Tip: You can select multiple objects and change the same parameters simultaneously.
No components applied: The object can be a prop or be interactive if one of the available Behavioursare applied.
Indicator: Quest icons, distance, or small text labels above an object to guide players.
Speaker: Detects tags to send messages, or creates a floating text box above an object.
Toggle: Controls when the object's behaviour is on or off.
Defeat: Ends an Experience immediately if triggered.
Victory: Ends an Experience immediately if triggered.
Plant: Identify an object as a plant for Prey to eat, or destroy object without animation.
With Behaviours, only one can be applied to control an object's actions. Many components can be applied to an object to make it more interactive.
Left click to select an object. This will open the Properties Panel on the right side of the screen.
Tips: Press CTRL+D to duplicate custom objects or groups of objects. Create if you must build with them repeatedly or want to spawn them during live gameplay.