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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)

ParameterTypeDescription
Space.Scene.PlayerAvatar.AttachTo(targetObject)
--the below script 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 script 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).

ParameterTypeDescription
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)

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)

ParameterTypeDescription
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)

ParameterTypeDescription
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 humanoid bone as an SGameObject. Requires a Humanoid rig; returns nil if the bone is missing or the avatar is non‑humanoid. The name is matched case‑insensitively against UnityEngine.HumanBodyBones.

ParameterTypeDescription
bonestringName of a UnityEngine.HumanBodyBones value (case‑insensitive), e.g., "LeftShoulder", "Head".
-- Humanoid models only. Pass a UnityEngine.HumanBodyBones name.
local bone = Space.Scene.PlayerAvatar.FindBone("LeftShoulder")
Space.Log(bone.Name) -- Prints the bone name of the corresponding search parameter; on default avatars, prints "LeftShoulder"
--[[
UnityEngine.HumanBodyBones values

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.

ParameterTypeDescription
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.

ParameterTypeDescription
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.

ParameterTypeDescription
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)

Play a custom animation on the avatar.

ParameterTypeDescription
Space.Scene.PlayerAvatar.PlayCustomAnimation(Space.Resources[1])
--the below script 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.PlayCustomAnimation(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 script 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.PlayCustomAnimation(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.

ParameterTypeDescription
oClosure (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 ()

Exits Avatar out of Fly Mode

Space.Scene.PlayerAvatar.EndFly()
--the below script teleports a player flying in the sky back to the ground
--and then ends fly mode by switching to Idle so they remain 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.

ParameterTypeDescription
oClosure (callback)A function that will be called once the OnAvatarSkeletonReload event is triggered.
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)

Teleports to the region of the next scheduled event if it starts within the given time window. Returns 0 if a teleport occurs; returns the number of seconds until the next event if it is outside the cutoff; returns -1 if there are no upcoming events.

ParameterTypeDescription
withinSecondslongMaximum seconds ahead to consider for auto-teleport. Defaults to 600.
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

Returns the avatar's display name (falls back to Username if unset).

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

Returns the user's organizational job title (JobTitle).

playerJobTitle = Space.Scene.PlayerAvatar.OrgTitle

OrgName​

string OrgName get

Returns the user's organization/company name (Company).

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.MovementSpeed = 20
--the below script 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 (avatar 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 script 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

Returns the avatar's gender as a string (e.g., "Male", "Female").

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 script makes this object a boundary area where any user entering it
--will be blocked from movement for 20 seconds, then the object will release controls and
--destroy 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?

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)