SAvatar
Functions
AttachTo
void AttachTo (SGameObject target)
Attaches the player to the target game object, keeping the avatar fixed in its current position/rotation relative to the target object (e.g. for use in Vehicles)
Space.Scene.PlayerAvatar.AttachTo(targetObject)
--the below scipt makes the player Attach/Detach to/from this object by clicking it
--(Example: Seat/Vehicle/Experience etc.. )
thisGameObject = Space.Host.ExecutingObject
isAttached = 0
OnClick = function()
if isAttached == 0 then
Space.Scene.PlayerAvatar.AttachTo(thisGameObject)
isAttached = 1
elseif isAttached == 1 then
Space.Scene.PlayerAvatar.Detach()
isAttached = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Attach/Detach yourself to/from me"
thisGameObject.Clickable.OnClick(OnClick)
Detach
void Detach ()
Detaches the avatar from whatever it may be attached to (only works for the player avatar), including chairs, vehicles and so forth.
Space.Scene.PlayerAvatar.Detach()
--the below scipt makes the player Attach/Detach to/from this object by clicking it
--(Example: Seat/Vehicle/Experience etc.. )
thisGameObject = Space.Host.ExecutingObject
isAttached = 0
OnClick = function()
if isAttached == 0 then
Space.Scene.PlayerAvatar.AttachTo(thisGameObject)
isAttached = 1
elseif isAttached == 1 then
Space.Scene.PlayerAvatar.Detach()
isAttached = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Attach/Detach yourself to/from me"
thisGameObject.Clickable.OnClick(OnClick)
OnAvatarAttached
void OnAvatarAttached ()
An event which fires whenever this avatar is attached to a game object in the current scene.
function OAA()
--
end
Space.Scene.PlayerAvatar.OnAvatarAttached(OAA)
OnAvatarDetached
void OnAvatarDetached ()
An event which fires whenever this avatar is detached from a game object in the current scene.
function OAD()
--
end
Space.Scene.PlayerAvatar.OnAvatarDetached(OAD)
LoadOutfit
void LoadOutfit (int outfitID)
Only works on a white-label deployment due to abuse concerns. Restrictions: The outfit ID needs to be one of the grid template outfits, with all the restrictions that apply to those (i.e. must use either SW content, or content uploaded by a grid admin account).
local avatar=Space.Scene.PlayerAvatar
avatar.LoadOutfit(10001)
--the below script changes the player's outfit into
--a pre-defined outfit if they click the object containing the script
--(Example: Player clicks on a wardrobe and their outfit changes)
--[Only works on white-label deployment]
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
Space.Scene.PlayerAvatar.LoadOutfit(2662469)
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Put on your favourite suit"
thisGameObject.Clickable.OnClick(OnClick)
ResetOutfit
void ResetOutfit ()
Reset current outfit. (white-label only)
local Space.Scene.PlayerAvatar.ResetOutfit()
--Clicking this object will reset player avatar's outfit
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OnClick = function()
thisPlayer.ResetOutfit()
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)
Register
void Register (string username, string password, string email, bool subscribeToSinespaceNewsletter=false, Closure onSuccess=null, Closure onError=null)
Allow a guest to register. (white-label only)
local avatar=Space.Scene.PlayerAvatar
avatar.Register("MyName","MyPassword","MyEmail",false,function ()
Space.Log("Success!")
end,function ()
Space.Log("OnError!!")
end)
ResetOutfitToTemplate
void ResetOutfitToTemplate (int outfitID)
Reset current outfit to a specific template. (white-label only)
local avatar=Space.Scene.PlayerAvatar
avatar.ResetOutfitToTemplate(10001)
--Clicking this object will reset player avatar's outfit to a specific template.
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OnClick = function()
thisPlayer.ResetOutfitToTemplate(10001)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)
FindBone
SGameObject FindBone (string bone)
Retrieves the specified bone.
-- Best used with non humanoid models
local bone = Space.Scene.PlayerAvatar.FindBone("Hips/Spine/Chest/LeftShoulder"); -- Gets the bone by path
Space.Log(bone.Name); -- Prints the retrieved bones name, which will match the last name in the path specified.
or
-- Best used with humanoid models
local bone = Space.Scene.PlayerAvatar.FindBone("LeftShoulder"); -- Gets bone by UnityEngine.HumanTrait.BoneName[]
Space.Log(bone.Name); -- Prints the bone name of the corresponding search parameter, which when using a default avatar, it will print "LeftShoulder"
--[[
UnityEngine.HumanTrait.BoneName[]
Body: Hips, Spine, Chest, UpperChest
Head: Neck, Jaw, Head, LeftEye, RightEye
Left Arm: LeftShoulder, LeftUpperArm, LeftLowerArm, LeftHand
Left Leg: LeftUpperLeg, LeftLowerLeg, LeftFoot, LeftToes
Right Arm: RightShoulder, RightUpperArm, RightLowerArm, RightHand
Right Leg: RightUpperLeg, RightLowerLeg, RightFoot, RightToes
Left Hand (Thumb): LeftThumbProximal, LeftThumbIntermediate, LeftThumbDistal
Left Hand (Index): LeftIndexProximal, LeftIndexIntermediate, LeftIndexDistal
Left Hand (Middle): LeftMiddleProximal, LeftMiddleIntermediate, LeftMiddleDistal
Left Hand (Ring): LeftRingProximal, LeftRingIntermediate, LeftRingDistal
Left Hand (Little): LeftLittleProximal, LeftLittleIntermediate, LeftLittleDistal
Right Hand (Thumb): RightThumbProximal, RightThumbIntermediate, RightThumbDistal
Right Hand (Index): RightIndexProximal, RightIndexIntermediate, RightIndexDistal
Right Hand (Middle): RightMiddleProximal, RightMiddleIntermediate, RightMiddleDistal
Right Hand (Ring): RightRingProximal, RightRingIntermediate, RightRingDistal
Right Hand (Little): RightLittleProximal, RightLittleIntermediate, RightLittleDistal
]]
--this script will set your avatar's "right hand" as parent of this object
--this way this object will be a child of your right hand and therefore move with it
--(Example: clicking on a gun to equip it)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
RightHand = Space.Scene.PlayerAvatar.FindBone("RightHand")
thisGameObject.SetParent(RightHand)
thisGameObject.LocalPosition = Vector.New(0,0,0) -- resetting position to match hand
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip="Click to Equip "
thisGameObject.Clickable.OnClick(OnClick)
Teleport
void Teleport (string landmarkName) void Teleport (SVector position) void Teleport (SVector position, SQuaternion rotation) void Teleport (int region) void Teleport (int region, SVector position, SQuaternion rotation)
Teleport the avatar.
Space.Scene.PlayerAvatar.Teleport("MyLandMark")
--or
Space.Scene.PlayerAvatar.Teleport( Vector.New(0,0,0) )
--or
Space.Scene.PlayerAvatar.Teleport( Vector.New(0,0,0), Quaternion.New(0,0,0) )
--or
Space.Scene.PlayerAvatar.Teleport( 5432342)
--or
Space.Scene.PlayerAvatar.Teleport( 5432342, Vector.New(0,0,0), Quaternion.New(0,0,0) )
--the below script teleports player to a specific landmark
--if they click the object containing it
--(Example: A region promotional/advertisement sign)
--[You need a landmark in the scene with name "Fashion Section Landmark"
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
Space.Scene.PlayerAvatar.Teleport("Fashion Section Landmark")
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click me to go to the fashion section!"
thisGameObject.Clickable.OnClick(OnClick)
SetIKGoal
void SetIKGoal (string goal, bool positionGoal, float positionStrength, SVector positionTarget, bool rotationGoal, float rotationStrength, SQuaternion rotationTarget)
Set the IK goal to avatar.
avatar=Space.Scene.PlayerAvatar
pos=avatar.FindBone("Chest").WorldPosition
avatar.SetIKGoal("Chest",false,0,pos,true,20,Quaternion.Euler(0,60,0))
ClearIKGoal
void ClearIKGoal (string goal)
Clear the IK Goal.
avatar=Space.Scene.PlayerAvatar
pos=avatar.FindBone("Chest").WorldPosition
avatar.SetIKGoal("Chest",false,0,pos,true,20,Quaternion.Euler(0,60,0))
Space.Host.InvokeDelayed(function ()
avatar.ClearIKGoal("Chest")
end,5)
'' --will clear after 5 seconds.''
PlayCustomAnimation
void PlayCustomAnimation (SResource animationClip)
Make the avatar plays custom animation.
Space.Scene.PlayerAvatar.PlayCustomAnimation(Space.Resources[1])
--the below scipt makes the player Play/Stop a custom animation when clicking this object
--(Example: Dance Machine )
--[Required: Place an animation in the first "Resource" in the scripting runtime]
thisGameObject = Space.Host.ExecutingObject
isDancing = 0
OnClick = function()
if isDancing == 0 then
Space.Scene.PlayerAvatar.StartCustomAnimation(Space.Resources[1])
isDancing = 1
elseif isDancing == 1 then
Space.Scene.PlayerAvatar.StopCustomAnimation()
isDancing = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Start/Stop dancing"
thisGameObject.Clickable.OnClick(OnClick)
StopCustomAnimation
void StopCustomAnimation ()
Make the avatar stops playing custom animation.
avatar=Space.Scene.PlayerAvatar
avatar.PlayCustomAnimation(Space.Resources[1])
avatar.StopCustomAnimation()
--the below scipt makes the player Play/Stop a custom animation when clicking this object
--(Example: Dance Machine )
--[Required: Place an animation in the first "Resource" in the scripting runtime]
thisGameObject = Space.Host.ExecutingObject
isDancing = 0
OnClick = function()
if isDancing == 0 then
Space.Scene.PlayerAvatar.StartCustomAnimation(Space.Resources[1])
isDancing = 1
elseif isDancing == 1 then
Space.Scene.PlayerAvatar.StopCustomAnimation()
isDancing = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Start/Stop dancing"
thisGameObject.Clickable.OnClick(OnClick)
OnAvatarReload
void OnAvatarReload (Closure o)
This event will be called when the avatar gets loaded.
o
Closure (callback)
A function that will be called once the OnAvatarReload event is triggered.
local avatar=Space.Scene.PlayerAvatar
avatar.OnAvatarReload(function ()
Space.Log(avatar.OutfitID)
end)
--this script ensures the avatar is still animating after their avatar gets reloaded
thisPlayer = Space.Scene.PlayerAvatar
theAnimation = Space.GetResource("The Animation") --add animation to resources in Scripting Runtime
wasAnimated = true --you'll need to set this according to the situation, its true now for example's sake
ResetDance = function()
if wasAnimated then
thisPlayer.PlayCustomAnimation(theAnimation)
end
end
thisPlayer.OnAvatarReload(ResetDance)
SynchroniseState
void SynchroniseState ()
Synchronise avatar's state to network.
Space.Scene.PlayerAvatar.SynchroniseState()
StartFly
void StartFly ()
Puts the avatar into Fly Mode.
Space.Scene.PlayerAvatar.StartFly()
--the below script teleports the player to a sky location after he clicks
--but then immediately puts the character in fly mode so they don't fall back down
--(Example: Sky exhibit)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
Space.Scene.PlayerAvatar.Teleport(Vector.New(0,10,0))
Space.Scene.PlayerAvatar.StartFly()
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click me to view our sky exhibit!"
thisGameObject.Clickable.OnClick(OnClick)
EndFly
void EndFly ()
Takes the avatar out of Fly Mode.
Space.Scene.PlayerAvatar.EndFly()
--the below script a player flying in the sky back to the ground
--but then immediately end's the character fly mode so they are standing
--(Example: Going back down to ground from Sky exhibit)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
Space.Scene.PlayerAvatar.Teleport(Vector.New(0,0,0))
Space.Scene.PlayerAvatar.EndFly()
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click me to go back to the ground!"
thisGameObject.Clickable.OnClick(OnClick)
OnAvatarSkeletonReload
void OnAvatarSkeletonReload (Closure o)
This event will be called when the avatar skeleton gets loaded.
o
Closure (callback)
A function that will be called once the OnAvatarSkeletonReload event is trigged.
avatar=Space.Scene.PlayerAvatar
Space.Log(avatar.BlockJump)
avatar.OnAvatarSkeletonReload(function ()
Space.Log(avatar.OutfitID)
end)
--this script ensures the avatar is still animating after their avatar's skeleton gets reloaded
thisPlayer = Space.Scene.PlayerAvatar
theAnimation = Space.GetResource("The Animation") --add animation to resources in Scripting Runtime
wasAnimated = true --you'll need to set this according to the situation, its true now for example's sake
ResetDance = function()
if wasAnimated then
thisPlayer.PlayCustomAnimation(theAnimation)
end
end
thisPlayer.OnAvatarSkeletonReload(ResetDance)
TeleportToNextEvent
double TeleportToNextEvent (long withinSeconds=600)
Function Description
timeUntilNextEvent = Space.Scene.PlayerAvatar.TeleportToNextEvent()
--or
timeUntilNextEvent = Space.Scene.PlayerAvatar.TeleportToNextEvent(500)
Properties
Username
string Username get
Returns the avatar's current username (note: this can be changed by players for a small fee)
playerUsername = Space.Scene.PlayerAvatar.Username
--this script, once clicked, will get all avatars in the scene
--and print their Username(including self)
--(Example: scoreboards/radars/scanners/game machines)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
allAvatars = Space.Scene.AllAvatars
for var=1, #allAvatars do
local Username = allAvatars[var].Username
Space.Log("Username: " .. Username)
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to print all avatars' Username"
thisGameObject.Clickable.OnClick(OnClick)
DisplayName
string DisplayName get
Property Description
playerDisplayName = Space.Scene.PlayerAvatar.DisplayName
Title
string Title get
Returns the avatar's current title
playerTitle = Space.Scene.PlayerAvatar.Title
--this script, once clicked, will get all avatars in the scene
--and print their Title and Username(including self)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
allAvatars = Space.Scene.AllAvatars
for var=1, #allAvatars do
local Username = allAvatars[var].Username
local Title = allAvatars[var].Title
Space.Log(Title .. " " .. Username)
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to print all avatars' Titles and Username"
thisGameObject.Clickable.OnClick(OnClick)
OrgTitle
string OrgTitle get
Property Description
playerJobTitle = Space.Scene.PlayerAvatar.OrgTitle
OrgName
string OrgName get
Property Description
playerCompanyName = Space.Scene.PlayerAvatar.OrgName
ID
long ID get
Returns the avatar's user ID, please note if you store these, this is a 'long' value not a 'int'.
playerID = Space.Scene.PlayerAvatar.ID
--this script, once clicked, will get all avatars in the scene
--and print their ID(including self)
--(Example: scoreboards/radars/scanners/game machines)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
allAvatars = Space.Scene.AllAvatars
for var=1, #allAvatars do
local ID = allAvatars[var].ID
Space.Log("ID: " .. ID)
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to print all avatars' ID"
thisGameObject.Clickable.OnClick(OnClick)
IsAttached
bool IsAttached get
Returns True if avatar is Attached
isAttached = Space.Scene.PlayerAvatar.isAttached
MovementSpeed
float MovementSpeed get
set
How fast the avatar's movement is
Space.Scene.PlayerAvatar = 20
--the below scipt makes the object give the player triple movement speed
--once it's clicked, and then returns them to original speed after 10 seconds
--(Example: Triple Speed Powerup (vatar running race))
thisGameObject = Space.Host.ExecutingObject
TripleSpeedCoroutine = function()
local originalSpeed = Space.Scene.PlayerAvatar.MovementSpeed
Space.Scene.PlayerAvatar.MovementSpeed = originalSpeed * 3
coroutine.yield(10)
Space.Scene.PlayerAvatar.MovementSpeed = originalSpeed
end
OnClick = function()
Space.Host.StartCoroutine(TripleSpeedCoroutine)
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Triple Speed Powerup!"
thisGameObject.Clickable.OnClick(OnClick)
JumpHeight
float JumpHeight get
set
How high the avatar's jump is
Space.Scene.PlayerAvatar.JumpHeight = 20
--the below scipt makes the object give the player triple jump height
--once it's clicked, and then returns them to original jump height after 10 seconds
--(Example: Triple Jump Height Powerup )
thisGameObject = Space.Host.ExecutingObject
originalJumpHeight = Space.Scene.PlayerAvatar.JumpHeight
TripleJumpHeightCoroutine = function()
Space.Scene.PlayerAvatar.JumpHeight = originalJumpHeight * 3
coroutine.yield(10)
Space.Scene.PlayerAvatar.JumpHeight = originalJumpHeight
end
OnClick = function()
Space.Host.StartCoroutine(TripleJumpHeightCoroutine)
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Triple JumpHeight Powerup!"
thisGameObject.Clickable.OnClick(OnClick)
Guest
bool Guest get
Is this Avatar a Guest?
isGuest = Space.Scene.PlayerAvatar.Guest
--this script will make this object non-clickable for guest players
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OnClick = function()
Space.Log("Do Something")
end
if not thisPlayer.Guest then --if player is not guest
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)
end
OutfitID
long OutfitID get
Returns the current outfit ID of the avatar
avOutfit = Space.Scene.PlayerAvatar.OutfitID
Loaded
bool Loaded get
Returns true if avatar is Loaded
isLoaded = Space.Scene.PlayerAvatar.Loaded
--this script will wait for a joining avatar to load first before making it play an animation
--(otherwise that animation may be reset if played before load is complete)
NewJoinAnimation = Space.GetResource("The Animation")
OnPlayerJoin = function(NewAvatar)
Space.Host.StartCoroutine(function()
while not NewAvatar.Loaded do coroutine.yield(0) end --makes it wait
Space.Log("yes")
NewAvatar.PlayCustomAnimation(NewJoinAnimation) --at this point Loaded is True
end)
end
Space.Scene.OnPlayerJoin(OnPlayerJoin)
Gender
string Gender get
Property Description
playerGender = Space.Scene.PlayerAvatar.Gender
LockObject
SGameObject LockObject get
The object the Avatar is Attached to. Returns Null if Avatar is not attached.
lockObject = Space.Scene.PlayerAvatar.LockObject
Skeleton
SGameObject Skeleton get
Returns a reference to avatar's skeleton GameObject
avSkeleton = Space.Scene.PlayerAvatar.Skeleton
--clicking this object will replace your avatar's animator controller (found on the skeleton)
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
customController = Space.GetResource("animcont")
OnClick = function()
thisPlayer.Skeleton.Animator.Controller = customController
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)
BlockMovement
bool BlockMovement get
set
If set to True, avatar's movement will be blocked
Space.Scene.PlayerAvatar.BlockMovement = true
--the below scipt makes this object a boundary area where any user entering it
--will be blocked from movement for 10 seconds, then the object will release controls and
--destry itself after that
--(Example: freezing trap)
--[This object's collider needs to be set as IsTrigger (Please read about OnTriggerStart for troubleshooting)]
thisGameObject = Space.Host.ExecutingObject
FrozenTime = 0.0
OnTriggerStart = function(TriggerStarter)
if TriggerStarter.Root.Avatar ~= nil then
if TriggerStarter.Root.Avatar.Username == Space.Scene.PlayerAvatar.Username then
Space.Scene.PlayerAvatar.BlockMovement = true
end
end
end
OnTriggerStay = function(TriggerStayer)
if TriggerStayer.Root.Avatar ~= nil then
if TriggerStayer.Root.Avatar.Username == Space.Scene.PlayerAvatar.Username then
FrozenTime = FrozenTime + Space.DeltaTime
if FrozenTime > 20 then
Space.Scene.PlayerAvatar.BlockMovement = false
thisGameObject.Destroy()
end
end
end
end
thisGameObject.SubscribeToEvents()
thisGameObject.OnTriggerStart(OnTriggerStart)
thisGameObject.OnTriggerStay(OnTriggerStay)
BlockRun
bool BlockRun get
set
Is the Avatar blocked from running?
avatar=Space.Scene.PlayerAvatar.BlockRun = true
--this script will block a player's run ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OTS = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockRun = true
end
end
OTE = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockRun = false
end
end
thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)
BlockFly
bool BlockFly get
set
Is the Avatar blocked from flying?
Space.Scene.PlayerAvatar.BlockFly = true
--this script will block a player's fly ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OTS = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockFly = true
end
end
OTE = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockFly = false
end
end
thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)
BlockCrouch
bool BlockCrouch get
set
Is the Avatar blocked from crouching?
Space.Scene.PlayerAvatar.BlockCrouch = true
--this script will block a player's crouch ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OTS = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockCrouch = true
end
end
OTE = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockCrouch = false
end
end
thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)
BlockJump
bool BlockJump get
set
Is the Avatar blocked from jumping?
Space.Scene.PlayerAvatar.BlockJump = true
--this script will block a player's jump ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OTS = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockJump= true
end
end
OTE = function(gameObject)
if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
thisPlayer.BlockJump= false
end
end
thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)
IsGrounded
bool IsGrounded get
Returns True if avatar is Grounded
isGrounded = Space.Scene.PlayerAvatar.isGrounded
GameObject
SGameObject GameObject get
The reference to the Avatar's GameObject
playerObject = Space.Scene.PlayerAvatar.GameObject
--Clicking this object will teleport you 2 units forward and make you face the opposite way
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar
OnClick = function()
local targetPos = thisPlayer.GameObject.WorldPosition + (thisPlayer.GameObject.Forward * 2)
local targetRot = thisPlayer.GameObject.WorldRotation * Quaternion.AngleAxis(Vector.Up, 180)
thisPlayer.Teleport(targetPos, targetRot)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)