Events

Use Cases:

  • Show HUD at game start

  • "Auto unlock" quests upon entry

  • Track total player count in an Experience

  • Send messages to specific broadcast targets

On Player Join

On Player Join

This rule sends a message each time a new player joins an Experience.

On Player Exit

On Player Exit

This rule sends a message each time a new player leaves an Experience.

Send Message

Send Message

This rule sends a message to the targets specified in the Broadcast Type field:

  • All

  • Rules

  • Specific tags - add tags to broadcast to (and apply them to target objects)

  • Triggering actors

  • Objectives (quests)

  • Team - select a team that has been defined in Spawn Point behavior

This rule makes the Game Rules system more compatible with gameplays that will use the new team variable.

Send Message to [SP] Actors

Send Message to [SP] Actors

This rule allows you to send a message:

  • from the server, including messages from [MP] behaviours and components

  • to the client, including [SP] behaviours and components

MULTIPLAYER BASICS In multiplayer Experiences, information is managed in two "layers":

  • Server (synchronised)

    • player and object movements and collisions

    • spawned objects

    • variable data

    • quest data

    • interactive logic that must communicate with any of these

  • Client (local)

    • stationary objects and their collisions

    • logic that can be managed off of the server for better performance

    • interactive logic that must communicate with any of these

Experiences play more smoothly when the server needs to manage less information.

This rule may be used to design more efficient Experiences. It may also allow for more game mechanics and/or assets to be added. Always test thoroughly.

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