# Sinespace Documentation > Documentation for Sinespace — build, customize, and run virtual worlds. - [Welcome to Sinespace!](/index.md): Start here — get into the Sinespace viewer, build with the SDK, and find your way around the documentation. ## Curator Dashboard - [Curator Dashboard](/curator-dashboard.md): Curator dashboard documentation for managing uploaded content, item status, transactions, and payouts. - [Adding Textures to an Item](/curator-dashboard/adding-textures-to-an-item.md): Adding Textures to an Item You will need to bring your texture image into the project window by dragging and dropping it in from where you have it saved. - [Build A Business](/curator-dashboard/build-a-business.md): Quality control We offer quality control by reviewing all content being uploaded to Sinespace. - [Buy Currency](/curator-dashboard/buy-currency.md): Gold and Silver Gold Gold credits can be purchased for real money. - [Items](/curator-dashboard/items.md): Items Items in Sinespace are any type of virtual good a creator has uploaded to Sinespace; this includes clothing, regions, vehicles, animations, room templates and furniture. - [Common Uploading Issues](/curator-dashboard/items/common-uploading-issues.md): Common Uploading Issues When creating content for Sinespace, you may find that you run into a few common issues when uploading your items. - [Currencies](/curator-dashboard/items/currencies.md): Currencies **Gold** Gold currency can be purchased with real money by users or it can be made by creators by selling items in the Sinespace shop for Gold. - [Currencies - Gold and Silver](/curator-dashboard/items/currencies-gold-and-silver.md): 1. Gold Gold credits can only be purchased for real money by spending users and can be converted back to real money by Sine Wave virtual goods partners. - [Editing Item Info](/curator-dashboard/items/editing-item-info.md): Editing Item Info You can update an items' information on the Curator Dashboard via the Edit button. - [InventoryVendor](/curator-dashboard/items/inventoryvendor.md): InventoryVendor Fields Curator ID ID of the product Display Name UI canvas of the Name Display Silver Drop the canvas for Silver price Display Gold Drop the canvas for Silver price - [Item Statuses](/curator-dashboard/items/item-statuses.md): Item Statuses An items' status relates to the upload process. - [Promotional Sales](/curator-dashboard/items/promotional-sales.md): You can sell your items in Sinespace for a discounted price via promotional sales. - [Overview](/curator-dashboard/overview.md): Overview **Curator Dashboard** lets you manage all your contents uploaded to Sinespace. - [Payout](/curator-dashboard/payout.md): Payout The payout tab on the Curator Dashboard lets you payout your Gold sales earnings in either Gold or USD. - [Resume ID Curator](/curator-dashboard/resume-id-curator.md): Resume ID Curator Resume IDs are used when you want to re-upload the same item to space but don't want to duplicate multiples of the same item in your inventory or in the shop. - [Transaction](/curator-dashboard/transaction.md): Transaction Under the Transactions tab, you have the options to see all of your sales, see Gold item sales, Silver item sales and Tip sales. ## Policies - [Policies](/policies.md): Content standards, review policies, and the legal agreements for using Sinespace. - [Certified Creators Program](/policies/certified-creators-program.md): Certified Creators Program Certified Creator status will bestow additional privileges to content developers (varying a little based on grade), up to and including granting some dev - [Content Processing](/policies/content-processing.md): Content Processing Content Processing When you upload a piece of content to our servers, we run a variety of processes on it before building the final export packages. - [Content Protection](/policies/content-protection.md): Content Protection Preamble While the Sinespace platform is a closed platform, it is simply not possible to guarantee any form of copy protection. - [End-User License Agreement](/policies/end-user-license-agreement.md): End-User License Agreement Agreement THIS AGREEMENT IS BETWEEN SINE WAVE ENTERTAINMENT LTD (“COMPANY”), AND YOU, THE CREATOR UPLOADING CONTENT ONTO OUR SERVERS (“SUPPLIER”). - [Intellectual Property](/policies/intellectual-property.md): Intellectual Property Copyright, Trademark and IP Policies The Space Platform is a creative platform - we wish to encourage all creators to upload original innovative content to our platform. - [Payment EULA](/policies/payment-eula.md): 1. THIS IS A SAMPLE OF THE SUPPLIER AGREEMENT USED WHEN SUBMITTING CONTENT FOR SALE IN THE SPACE MARKETPLACE For non-sale items, the standard End-User License Agreement applies. - [Content Review](/policies/review-policies/content-review-policy.md): Principles and guidelines we follow when reviewing creator content for approval in the Sinespace ecosystem. ## Quickstart Sinespace Viewer - [Quickstart](/quickstart-sinespace-viewer.md): Quickstart guides for installing the viewer and setting up the Sinespace SDK. - [SDK Setup](/quickstart-sinespace-viewer/get-started-sdk/sdk-setup.md): Install a compatible Unity version, import the Sinespace Editor Pack, configure editor settings, and sign in as a creator. - [Get Started - Viewer](/quickstart-sinespace-viewer/get-started-viewer.md): Get Started - Viewer The Sinespace viewer is needed to get into the Sinespace virtual world. - [For Linux Users](/quickstart-sinespace-viewer/get-started-viewer/for-linux-users.md): Installing and Using the Sinespace Client - Download the Linux Client. - [System Requirements](/quickstart-sinespace-viewer/get-started-viewer/system-requirements.md): System Requirements Desktop system requirements Low spec: 0-50 avatars in a space, simple scenes. - [Viewer Installation](/quickstart-sinespace-viewer/get-started-viewer/viewer-setup.md): Viewer Installation After downloading the viewer installer for your respective OS, you will need to install it. ## Scripting - [Welcome to Scripting API](/scripting.md): Get started with Lua scripting — components, the API reference, and guides for writing client and server scripts. - [Changelog](/scripting/changelog.md) - [API Changelog](/scripting/changelog/api-changelog.md): A list of changes to the Sinespace API - [Client Scripting API](/scripting/client-scripting-api-reference.md) - [Client](/scripting/client-scripting-api-reference/client.md): Entry points for dialogues, player input, shared data, and in-world UI available to client scripts. - [SDialogues](/scripting/client-scripting-api-reference/client/sdialogues.md): Function Namevoid ColorPicker (string title, string okbutton, Action&x3C; SColor onChange, Action&x3C; SColor onSelect, Action onCancel, SColor defaul - [SInput](/scripting/client-scripting-api-reference/client/sinput.md): bool GetKeyDown (string key) Returns true if 'key' was pressed during this frame. bool GetKeyUp (string key) Returns true if 'key' is no longer presse - [SShared](/scripting/client-scripting-api-reference/client/sshared.md): Function Namevoid SetGlobal(string ns, string key, DynValue value)void SetSuperGlobal(string ns, string key, DynValue value)DynValue GetGlobal(string - [SUI](/scripting/client-scripting-api-reference/client/sui.md): void AddNotification (string title, string text) Shows a notification void OpenAppearanceEditor() Opens the Appearance Editor (Outfit) void ShowPathTo - [Components](/scripting/client-scripting-api-reference/components.md): The components client scripts can read and control — rendering, physics, audio, animation, UI, and interaction. - [SAnimation](/scripting/client-scripting-api-reference/components/sanimation.md): SAnimationState GetState () \ SAnimationState GetState (string state) Returns the SAnimationState for the default animation clip. void Blend (string a - [SAnimator](/scripting/client-scripting-api-reference/components/sanimator.md): void Rebind () Rebind all the animated properties and mesh data with the Animator. void Stop () Stop the Animator. void SetTime (double time) Function - [SAudioReactiveAnimation](/scripting/client-scripting-api-reference/components/saudioreactiveanimation.md): bool Enabled get set Returns true if the Audio Reactive Animation Enabled. SAnimator Target get set The target Animator which the Audio Reactive Anima - [SAudioReactiveBase](/scripting/client-scripting-api-reference/components/saudioreactivebase.md): bool Enabled get set Whether the Audio Reactive component is enabled or not. int BandMin get set The Band Min property of an Audio Reactive component. - [SAudioReactiveLight](/scripting/client-scripting-api-reference/components/saudioreactivelight.md): bool Enabled get set Returns true if the Audio Reactive Light Enabled. SLight Target get set Returns true if the light target Enabled. bool Range get - [SAudioReactiveMaterial](/scripting/client-scripting-api-reference/components/saudioreactivematerial.md): bool Enabled get set Returns true if the Audio Reactive Material Enabled. SMaterial Target get set Property Description SMaterial OriginalMaterial get - [SAudioReactiveParticleSystem](/scripting/client-scripting-api-reference/components/saudioreactiveparticlesystem.md): bool Enabled get set Property Description SGameObject Target get set Property Description bool Position get set Property Description SVector MinPositi - [SAudioReactiveTransform](/scripting/client-scripting-api-reference/components/saudioreactivetransform.md): bool Enabled get set Whether the Audio Reactive Transform component is enabled or not. SGameObject Target get set The target GameObject which will be - [SAudioSource](/scripting/client-scripting-api-reference/components/saudiosource.md): void Play () Starts playing the audio clip. void Stop () Stops playing the audio clip. void Pause () Pauses the audio clip. void UnPause () Pauses the - [SBoxCollider](/scripting/client-scripting-api-reference/components/sboxcollider.md): SVector Center get set The position of the center of the Box Collider. SVector Size get set The size of the box. bool Enabled get set Enabled Collider - [SBrowserSurface](/scripting/client-scripting-api-reference/components/sbrowsersurface.md): void SetURL (string url) Sets the URL for the browser frame, and navigates to it. void Back () Equivalent to hitting the 'back' button within the brow - [SCamera](/scripting/client-scripting-api-reference/components/scamera.md): void TakePhoto () Triggers the Photo window in the UI, with the output of this camera. Perfect for photo booths. SResource TakeSnapshot () Captures a - [SCanvasGroup](/scripting/client-scripting-api-reference/components/scanvasgroup.md): float Alpha get set &x53;&x65;t the alpha of the group. bool BlocksRaycasts get set Does this group block raycasting (allow collision)? bool IgnorePar - [SCapsuleCollider](/scripting/client-scripting-api-reference/components/scapsulecollider.md): SVector Center get set The center of the capsule, measured in the object's local space. int Direction get set The direction of the capsule. float Heig - [SCharacterController](/scripting/client-scripting-api-reference/components/scharactercontroller.md): SVector ClosestPointOnBounds (SVector position) The closest point to the bounding box of the attached collider. This can be used to calculate hit poin - [SClickable](/scripting/client-scripting-api-reference/components/sclickable.md): void AddExtraAction (string name, string tooltip, Closure e) Add a new action for the object to perform when clicked. Can be useful for providing milt - [SCloth](/scripting/client-scripting-api-reference/components/scloth.md): float BendingStiffness get set Bending stiffness of cloth. float CollisionMassScale get set Increase the mass of colliding particles. bool EnableConti - [SCollider](/scripting/client-scripting-api-reference/components/scollider.md): bool Enabled get set Enable or disable the collider. bool IsTrigger get set Set Collider as a trigger. SGameObject GameObject get Property Description - [SContentSizeFitter](/scripting/client-scripting-api-reference/components/scontentsizefitter.md): void SetLayoutHorizontal () Function Description void SetLayoutVertical () Function Description void RefreshLayout () Function Description bool Enable - [SEmbeddedVideo](/scripting/client-scripting-api-reference/components/sembeddedvideo.md): void OnStateChange (Closure e) Function Description void Play () If URL is set, plays the video void Stop () Stops the playback void Pause () Pauses c - [SEventCalendar](/scripting/client-scripting-api-reference/components/seventcalendar.md): void SwitchEventType (int typeNumber) Function Description void ChangeRange (int range) Function Description int Range get set Property Description SG - [SFurniture](/scripting/client-scripting-api-reference/components/sfurniture.md): void StoreCustomData (string key, string value) Function Description string GetCustomData (string key) Function Description int InventoryItemID get Re - [SGraphicRaycaster](/scripting/client-scripting-api-reference/components/sgraphicraycaster.md): SUIRaycastResult Raycast () Perform the raycast against the list of graphics associated with the Canvas and returns first UI raycast result. int SortO - [SHingeJoint](/scripting/client-scripting-api-reference/components/shingejoint.md): SRigidbody ConnectedBody get set Set joint to a rigidbody. If not set, the joint connects to the world. SVector Axis get set The direction of the axis - [SLight](/scripting/client-scripting-api-reference/components/slight.md): bool Enabled get set Enable/Disable this light. float Range get set Get/Set the effective range of the light source. float SpotAngle get set The angle - [SLineRenderer](/scripting/client-scripting-api-reference/components/slinerenderer.md): void SetPosition (int index, SVector position) Set the position of a vertex in the line. SVector GetPosition (int index) Get the position of a vertex - [SMeshRenderer](/scripting/client-scripting-api-reference/components/smeshrenderer.md): bool IsVisible get Returns true if the renderer is visible on any camera. Note that the object is considered visible when it needs to be rendered in t - [SModularVehicle](/scripting/client-scripting-api-reference/components/smodularvehicle.md): void ForceSetOwner (int newOwner, int vehicleId) Force player of the id owned this vehicle, but only between this spawned vehicle. But it seems the ne - [SNavMeshAgent](/scripting/client-scripting-api-reference/components/snavmeshagent.md): float GetAreaCost (int areaIndex) Function Description void Move (SVector movement) Apply relative movement to current position. void Resume () Resume - [SNavMeshObstacle](/scripting/client-scripting-api-reference/components/snavmeshobstacle.md): bool CarveOnlyStationary get set When enabled, the obstacle is carved only when it is stationary. (Only can enabled after carve was ticked). bool Carv - [SNetworking](/scripting/client-scripting-api-reference/components/snetworking.md): void SendEvent (string eventName) Send a networking event event that will be received by other components in the scene with the same network name. voi - [SParticleSystem](/scripting/client-scripting-api-reference/components/sparticlesystem.md): void Play (bool withChildren)\ void Play () Sets the Particle Systems into play mode and enables emitting (if it has been disabled). If the Particle S - [SPlayableDirector](/scripting/client-scripting-api-reference/components/splayabledirector.md): void Play () Instantiates a Playable using the provided PlayableAsset and starts playback. void Stop () Stop playback of the current Playable and dest - [SPostProcessVolume](/scripting/client-scripting-api-reference/components/spostprocessvolume.md): bool Enabled get set Enable or disable post effect volume. bool IsGlobal get set Should this volume be applied to the whole scene? float? BlendDistanc - [SRectTransform](/scripting/client-scripting-api-reference/components/srecttransform.md): void SetParent (SGameObject parent, bool worldPositionStays) Set the parent of the transform. void SetInsetAndSizeFromParentEdge (int edge, float inse - [SReflectionProbe](/scripting/client-scripting-api-reference/components/sreflectionprobe.md): void RenderProbe () Refreshes the probe's cubemap. SVector Center get set The center of the box area in which reflections will be applied to the objec - [SRenderer](/scripting/client-scripting-api-reference/components/srenderer.md): bool IsVisible get Returns true if the renderer is visible on any camera. Note that the object is considered visible when it needs to be rendered in t - [SRigidbody](/scripting/client-scripting-api-reference/components/srigidbody.md): void AddExplosionForce (float explosionForce, SVector explosionPosition, float explosionRadius, float upwardsModifier) Applies a force to a rigidbody - [SRoomFloor](/scripting/client-scripting-api-reference/components/sroomfloor.md): bool Enabled get set Status of enable or disable room floor component string Name get Name of this floor string Description get Description of this fl - [SSceneBackgroundMusic](/scripting/client-scripting-api-reference/components/sscenebackgroundmusic.md): void Play () Plays the radio stream void PlayMP3Stream (string url) Sets the given MP3 stream url as current stream void PlayVorbisStream (string url) - [SScriptingData](/scripting/client-scripting-api-reference/components/sscriptingdata.md): object GetVariable (string name) Return the object of the variable. void SetVariable (string name, DynValue property, bool persistent=false) Set prope - [SScriptingEvents](/scripting/client-scripting-api-reference/components/sscriptingevents.md): void InvokeEvent (string name) Invoke the event with its name bool Enabled get set Whether the scriptingEvents component is enabled or not string\[] E - [SScriptingResources](/scripting/client-scripting-api-reference/components/sscriptingresources.md): SResource GetResource (string name) Returns the SResource with the specified name, or else returns nil if not found. bool Enabled get set Return wheth - [SScriptingRuntime](/scripting/client-scripting-api-reference/components/sscriptingruntime.md): SResource GetResource (string name) Get the resource by its name and return it. void CallScriptFunction (string name, params DynValue\[] arguments)\ v - [SSeat](/scripting/client-scripting-api-reference/components/sseat.md): void SitPlayer () Make a player sit. void UnseatPlayer () Make a player unseat. void OnStandUp (Closure e) Binds a function to the Seat's On Stand Up - [SSkinnedMeshRenderer](/scripting/client-scripting-api-reference/components/sskinnedmeshrenderer.md): float GetBlendShapeWeight (int index) Return the value of BlendShapeWeight. void SetBlendShapeWeight (int index, float value) Set the value to the Ble - [SSphereCollider](/scripting/client-scripting-api-reference/components/sspherecollider.md): SVector Center get set The center of the sphere in the object's local space. float Radius get set The radius of the sphere measured in the object's lo - [SStateMachine](/scripting/client-scripting-api-reference/components/sstatemachine.md): void NextState () Enter the next state void PrevState () void SetState (int state)\ void SetState (string state) Enters the state of being set that it - [STerrain](/scripting/client-scripting-api-reference/components/sterrain.md): Function NameDescriptionfloat GetHeight (float x, float y)Get an interpolated height at a point x,y.float GetSteepness (float x, float y)Get the gradi - [STrailRenderer](/scripting/client-scripting-api-reference/components/strailrenderer.md): void Clear () Function Description SVector GetPosition (int index) Get the position of a vertex in the trail. bool Enabled get set Whether this TrailR - [SUIButton](/scripting/client-scripting-api-reference/components/suibutton.md): void OnClick (Closure callback) Invoke when a user clicks the button and releases it. bool Enabled get set Whether the button component is Enabled. bo - [SUICanvas](/scripting/client-scripting-api-reference/components/suicanvas.md): bool IsRootCanvas get The avoidance radius for the agent. float ScaleFactor get set Scales all UI elements in the Canvas by this factor. float Referen - [SUIDropdown](/scripting/client-scripting-api-reference/components/suidropdown.md): void RefreshShownValue () Refreshes the text and image (if available) of the currently selected option.If you have modified the list of options, you s - [SUIImage](/scripting/client-scripting-api-reference/components/suiimage.md): SColor Color get set Default Color of UIImage SResource Sprite get set The sprite that is used to render this image. bool PreserveAspect get set Wheth - [SUIInputField](/scripting/client-scripting-api-reference/components/suiinputfield.md): void OnValueChanged (Closure callback) Given function will be called when text in Input Field has changed void OnEndEdit (Closure callback) Given func - [SUILayout](/scripting/client-scripting-api-reference/components/suilayout.md): bool Enabled get set Is this UI layout component Enabled? int PaddingLeft get set Space reserved for the left edge of the padding during the layout ph - [SUIRawImage](/scripting/client-scripting-api-reference/components/suirawimage.md): bool RaycastTarget get set Enable Raycast Target. bool Maskable get set To check if the graphic is maskable. SResource Texture get set The RawImage's - [SUIScrollbar](/scripting/client-scripting-api-reference/components/suiscrollbar.md): void OnValueChanged (Closure callback) Handling for when the scrollbar value is changed. float Size get set The size of the scrollbar handle where 1 m - [SUISlider](/scripting/client-scripting-api-reference/components/suislider.md): void OnValueChanged (Closure callback) Callback executed when the value of the slider is changed. bool Enabled get set Whether this Slider component i - [SUIText](/scripting/client-scripting-api-reference/components/suitext.md): bool SupportRichText get set Whether this Text will support rich text.&x20; bool ResizeTextForBestFit get set Should the text be allowed to auto resiz - [SUIToggle](/scripting/client-scripting-api-reference/components/suitoggle.md): void OnValueChanged (Closure callback) Binds a function to be triggered when value of the UIToggle changes. bool Enabled get set Whether the UIToggle - [SUIToolTipHint](/scripting/client-scripting-api-reference/components/suitooltiphint.md): bool Enabled get set Get or set whether the tool tip component is Enabled. string Text get set Get or set the string value this tool tip displays. SRe - [SVirtualCamera](/scripting/client-scripting-api-reference/components/svirtualcamera.md): bool Enabled get set Is this virtual camera enabled? float FieldOfView get set Field of view of this virtual camera. float Dutch get set Dutch of view - [SVoiceZone](/scripting/client-scripting-api-reference/components/svoicezone.md): void SetOverrideVoice (bool enabled) Set voice to override the original voice. void ClearOverrideVoice () Clear the overriding voice. void SetOverride - [Network](/scripting/client-scripting-api-reference/network.md): Networking APIs for client scripts — chat, network messages, web requests, and shared media. - [SChat](/scripting/client-scripting-api-reference/network/schat.md): void OnChat (Closure callback)\ void OnChat (Action trackInfoCallback) Bind a function to the OnChat event. This function will be called every time a - [SNetwork](/scripting/client-scripting-api-reference/network/snetwork.md): - Local network messages (region/shard scope) - Use SendNetworkMessage / SubscribeToNetwork with a string key. - Delivery is confined to the current r - [SNetworkMessageLua](/scripting/client-scripting-api-reference/network/snetworkmessagelua.md): string Key get The Key this message was sent with. Table Message get The contents of this message. - [SPhotos](/scripting/client-scripting-api-reference/network/sphotos.md): SResource GetUploadedTexture () Function Description void GetSavedTexture (string path, Closure onComplete) Function Description Table GetInventoryTex - [SVideos](/scripting/client-scripting-api-reference/network/svideos.md): Table GetInventoryVideos () Function Description void OpenUploadFileBrowser () Opens a window that let's you select a file you wish to upload. (white- - [SWebService](/scripting/client-scripting-api-reference/network/swebservice.md): To setup your server for communication with space, in the root of your domain, on the port you are using, place a file named 'sinewave.space.scripting - [Player](/scripting/client-scripting-api-reference/player.md): APIs for the local player — profile, inventory, economy, groups, and quests. - [SEconomy](/scripting/client-scripting-api-reference/player/seconomy.md): The SEconomy class gives us the ability to transfer silver or issue silver rewards from Sinespace's vault. Therefore, for the below methods to work, y - [SGroup](/scripting/client-scripting-api-reference/player/sgroup.md): bool IsMemberOf (int groupID) Whether is a member of this group. SGroupInfo GetGroupInfo (int groupID) Get the group info by groupID. void JoinGroup ( - [SInventory](/scripting/client-scripting-api-reference/player/sinventory.md): void Authorize (Closure onAuthorized=null, Closure onRejected=null) Requests access to inventory functions, must be called prior to attempting to acce - [SProfile](/scripting/client-scripting-api-reference/player/sprofile.md): void Authorize (Closure onAuthorized=null, Closure onRejected=null)\ void Authorize (Action onAuthorized=null, Action onRejected=null) Requests access - [SQuests](/scripting/client-scripting-api-reference/player/squests.md): void StartQuest (int id) Function Description int GetQuestStep (int questID) Function Description void ResetQuest (int id) Function Description void S - [Scene](/scripting/client-scripting-api-reference/region.md): APIs for the region a script runs in — scene, cameras, physics, rendering, and persistence. - [SCameraManager](/scripting/client-scripting-api-reference/region/scameramanager.md): bool IsLocked get Is the Camera locked?&x20; SGameObject MainCamera get Note, this property is generally read-only. It's position is driven by interna - [SGrid](/scripting/client-scripting-api-reference/region/sgrid.md): void GetEnabledUserRegions (Closure onComplete) Calling this function will asynchronously get and return information about this player's regions as SU - [SHost](/scripting/client-scripting-api-reference/region/shost.md): void InvokeEvent (string name) Invokes a UnityEvent attached to the Scripting Runtime component this script is executing in. void Stop () Pauses the c - [SPersistence](/scripting/client-scripting-api-reference/region/spersistence.md): void UpdateInfo (Closure onComplete) Call the onComplete function upon the server saving a value. string RetrieveValue (string key) Returns the saved - [SPhysics](/scripting/client-scripting-api-reference/region/sphysics.md): SPhysicsHit\[] RayCast (SVector origin, SVector normal, float distance, SLayerMask layerMask=null) Raycasts from origin along normal, distance meters - [SPostFX](/scripting/client-scripting-api-reference/region/spostfx.md): SCommandBuffer CreateCommandBuffer () Return a new CommandBuffer. void AddCommandBufferToCamera (SCommandBuffer commandbuffer, int cameraEvent=19) Add - [SRenderSettings](/scripting/client-scripting-api-reference/region/srendersettings.md): void SetGlobalShaderTexture (string name, SResource dir) Set a global texture property. void SetGlobalShaderFloat (string name, float dir) Set a globa - [SScene](/scripting/client-scripting-api-reference/region/sscene.md): SGameObject Find (string name) Finds a single Game Object matching 'Name' and returns it. Can use '/' characters to designate a path (e.g. 'Parent/Chi - [SScript](/scripting/client-scripting-api-reference/region/sscript.md): string TypeName (DynValue dv) Return the type name of the value. bool TrackingAllowed (string key) Returns true on white-label grids when the user has - [Types](/scripting/client-scripting-api-reference/types.md): Data types used by the client API — vectors, colours, transforms, math helpers, and resource structures. - [SAnimationState](/scripting/client-scripting-api-reference/types/sanimationstate.md): bool Enabled get set Is this Animation State enabled? float Length get Returns the length of current animation. string Name get Returns the name of cu - [SAnimatorStateInfo](/scripting/client-scripting-api-reference/types/sanimatorstateinfo.md): bool IsName (string name) Does name match the name of the active state in the statemachine? bool IsTag (string tag) Does tag match the tag of the acti - [SAvatar](/scripting/client-scripting-api-reference/types/savatar.md): void AttachTo (SGameObject target) Attaches the player to the target game object, keeping the avatar fixed in its current position/rotation relative t - [SAvatarAppearance](/scripting/client-scripting-api-reference/types/savatarappearance.md): void LoadOutfit (int outfitID) Changes the current Avatar's outfit to outfitID. For a player Avatar, this only works on white-label grid. For NPC avat - [SChatMessage](/scripting/client-scripting-api-reference/types/schatmessage.md): uint SenderID get ID of the sender of the message&x20; string Sender get Name of the sender of the message string Channel get Name of the channel stri - [SColor](/scripting/client-scripting-api-reference/types/scolor.md): string ToHex () Return the Hex value of the color. SColor Lerp (SColor b, float t) Linearly interpolates between current color and b by t. bool Equals - [SCommandBuffer](/scripting/client-scripting-api-reference/types/scommandbuffer.md): void DrawRenderer (SRenderer renderer, SMaterial material) Add a "draw renderer" command. void Blit (SMaterial mat) Add a "bit into a render texture" - [SDateTime](/scripting/client-scripting-api-reference/types/sdatetime.md): bool Equals (SDateTime other) Returns true if the datetimes are same. &96;&96;&96; ATargetDateTime = DateTime.Now().AddMinutes(5) AreEqual = ATargetDa - [SGameObject](/scripting/client-scripting-api-reference/types/sgameobject.md): void SubscribeToEvents () Causes this script to start listening to events on the object.&x20; This function is now automatically called by events that - [SGenre](/scripting/client-scripting-api-reference/types/sgenre.md): override string ToString () Function Description string Name get set Property Description string ID get set Property Description string HasChildren ge - [SGroupInfo](/scripting/client-scripting-api-reference/types/sgroupinfo.md): int ID get The ID of the group. int OwnerID get The ID of the group's owner. string Name get The name of the group. string Description get The descrip - [SInventoryItem](/scripting/client-scripting-api-reference/types/sinventoryitem.md): bool StoreCustomData (string data) Updates the inventory items custom data, and requests a synchronisation with the inventory server. It may not updat - [SJointLimits](/scripting/client-scripting-api-reference/types/sjointlimits.md): override string ToString () Returns this SJointLimits's properties as a string static SJointLimits New (float min, float max, float bounciness, float - [SJointMotor](/scripting/client-scripting-api-reference/types/sjointmotor.md): override string ToString () Returns this SJointMotor's properties as a string static SJointMotor New (float targetVelocity, float force, bool freeSpin - [SJointSpring](/scripting/client-scripting-api-reference/types/sjointspring.md): override string ToString () Returns this SJointSpring's properties as a string static SJointSpring New (float spring, float damper, float targetPositi - [SLandmark](/scripting/client-scripting-api-reference/types/slandmark.md): string Name get Landmark's Name SVector Position get Landmark's Position SQuaternion Rotation get Landmark's Rotation bool SpawnPoint get Is this Land - [SLayerMask](/scripting/client-scripting-api-reference/types/slayermask.md): void SetLayers (params string\[] layerNames)\ void SetLayers (Table layerNames) \Function that changes an existing layer mask \ void AddLayer (string - [SMaterial](/scripting/client-scripting-api-reference/types/smaterial.md): SMaterial Instantiate() Return a new SMaterial from old. void SetFloat (string key, float value) Sets a shader property to value float GetFloat (strin - [SMath](/scripting/client-scripting-api-reference/types/smath.md): static float Random () Returns a random float between 0 and 1 (inclusive) static float RandomRange (float min, float max) Returns a random float betwe - [SMusicDirectory](/scripting/client-scripting-api-reference/types/smusicdirectory.md): void GetTop100 (Closure onLoad) Function Description void GetGenreList (Closure onLoad, int parentId=0) Function Description void SearchByGenre (SGenr - [SMusicStation](/scripting/client-scripting-api-reference/types/smusicstation.md): override string ToString () Function Description string Name get set Property Description string Mt get set Property Description string Id get set Pro - [SMusicStationList](/scripting/client-scripting-api-reference/types/smusicstationlist.md): STuneIn TuneIn get set Property Description List Station get set Property Description - [SOutfit](/scripting/client-scripting-api-reference/types/soutfit.md): void GetPreview (Closure onComplete) Function Description int ID get Property Description string Name get Property Description - [SParticle](/scripting/client-scripting-api-reference/types/sparticle.md): SVector position get set The position of the particle. SVector velocity get set The velocity of the particle. SVector animatedVelocity get The animate - [SPhysicsHit](/scripting/client-scripting-api-reference/types/sphysicshit.md): SGameObject Object get Property Description SVector Position get Where the physics hit occurred SVector Normal get The normal of the hit SVector UV ge - [SPublicRegion](/scripting/client-scripting-api-reference/types/spublicregion.md): int ID get The Region ID of this region int OwnerID get The ID of the owner of this region string Name get The Name of this region string MapPath get - [SQuaternion](/scripting/client-scripting-api-reference/types/squaternion.md): string ToString () Converts a quaternion to a human readable string float Angle (SQuaternion b) Returns the angle between two quaternions SQuaternion - [SRay](/scripting/client-scripting-api-reference/types/sray.md): SVector Origin get The origin point of the ray. SVector Direction get The direction of the ray. - [SRect](/scripting/client-scripting-api-reference/types/srect.md): bool Contains (SVector point)\ bool Contains (SVector point, bool allowInverse) Returns true if the x and y components of point is a point inside this - [SResource](/scripting/client-scripting-api-reference/types/sresource.md): string Name get Returns the name of the resource as entered in the scripting runtime string Type get Returns the type of the resource as a string stri - [SScore](/scripting/client-scripting-api-reference/types/sscore.md): int Rank get Property Description long Score get Property Description string Username get Property Description - [SScoreRank](/scripting/client-scripting-api-reference/types/sscorerank.md): int Level get The level of current activity. SScore\[] AllTimeLeaderboard get The AllTimeLeaderboard of current activity. SScore\[] DailyLeaderboard g - [SSocialMedia](/scripting/client-scripting-api-reference/types/ssocialmedia.md): string Type get Property Description string MediaID get Property Description string Url get Property Description - [SString](/scripting/client-scripting-api-reference/types/sstring.md): static string MD5 (string input) Calculates the MD5Sum of input and returns the result as a hexadecimal string static string SHA1 (string input) Funct - [SSubRegion](/scripting/client-scripting-api-reference/types/ssubregion.md): int RegionID get Property Description int Count get Property Description string ServerLocation get Property Description - [STrackInfo](/scripting/client-scripting-api-reference/types/strackinfo.md): string Title get Title of the track string Artist get Artist of the track - [STuneIn](/scripting/client-scripting-api-reference/types/stunein.md): string Base get set Property Description string Basem3u get set Property Description string Basexspf get set Property Description - [SUIRaycastResult](/scripting/client-scripting-api-reference/types/suiraycastresult.md): void Clear () Reset all the parameters of this RaycastResult string ToString () Converts all the properties of this UIRaycastResult into a string floa - [SUserProfile](/scripting/client-scripting-api-reference/types/suserprofile.md): string UserName get Get player profile's Username string Title get Get player profile's Title string RealName get Get player profile's Real Name strin - [SUserRegions](/scripting/client-scripting-api-reference/types/suserregions.md): int SubscriptionTier get The subscription tier indicates which type of premium memberhsip the player has. (As found in "Region" window) int NumberOfRe - [SVector](/scripting/client-scripting-api-reference/types/svector.md): SVector Add (SVector other)\ SVector Add (float other) &x20;Adds this Vector SVector Scale (SVector other)\ SVector Scale (float other) Multiplies thi - [SWebResponse](/scripting/client-scripting-api-reference/types/swebresponse.md): string Error get Any error, will be empty or null if the request was successful string Response get The body text of the webpage response if error is - [Guides](/scripting/guides.md) - [Persistence](/scripting/guides/persistence.md): Guide on how to script persistence in Sinespace - [Server Scripts](/scripting/guides/server-scripts.md): The main difference between Server scripts and Client scripts is that they are running on the server.&x20; For Client scripts, each player is running - [Sample Projects](/scripting/sample-projects.md) - [Smart Lights](/scripting/sample-projects/smart-lights.md): This sample project is a panel that has switches to turn off/on and change the colors of all lights connected to it. This project demonstrates how we - [Trivia Box](/scripting/sample-projects/trivia-box.md): This sample project is a box that when pressed will show a trivia question on screen and users will be able to attempt to answer the trivia question u - [Server Scripting API](/scripting/server-scripting-api-reference.md) - [Library](/scripting/server-scripting-api-reference/library.md): Helper libraries available to server scripts, including math utilities. - [SMath](/scripting/server-scripting-api-reference/library/smath.md): static float Random () Returns a random float between 0 and 1 (inclusive) static float RandomRange (float min, float max) Returns a random float betwe - [Network](/scripting/server-scripting-api-reference/network.md): Networking APIs for server scripts — shared data and outbound web requests. - [SShared](/scripting/server-scripting-api-reference/network/sshared.md): void SetGlobal (string ns, string key, DynValue value) Sets a global key to a value. The value can be any object type. DynValue GetGlobal (string ns, - [SWebservice](/scripting/server-scripting-api-reference/network/swebservice.md): void Get (string url, Closure onComplete, Table headers=null) Performs an HTTP\[S] GET. The callback receives two parameters: success (bool) and respo - [Scene](/scripting/server-scripting-api-reference/region.md): Server-side region APIs — scenes, parcels, cells, objects, and avatars. - [SAvatar](/scripting/server-scripting-api-reference/region/savatar.md): int ID get Avatar's ID Vector3 Position get Avatar's position Vector3 Velocity get Avatar's Velocity Quaternion Rotation get Avatar's Rotation string - [SCell](/scripting/server-scripting-api-reference/region/scell.md): SObject GetObject (string id) Function Description Table Objects get Property Description - [SObject](/scripting/server-scripting-api-reference/region/sobject.md): string GetProperty (string property) Function Description void SetProperty (string property, string value) Function Description SCell Cell get Propert - [SParcel](/scripting/server-scripting-api-reference/region/sparcel.md): string ID get Property Description string Name get Property Description string DescriptionName get Property Description bool ForSale get Property Desc - [SParcelManager](/scripting/server-scripting-api-reference/region/sparcelmanager.md): SParcel GetParcel (string id) Function Description Table AllParcels get Property Description - [SRegionScript](/scripting/server-scripting-api-reference/region/sregionscript.md): void Log (string message) Log a message to console. (only works on preview grid) void SubscribeToNetwork (string key) Subscribe to network messages on - [SScene](/scripting/server-scripting-api-reference/region/sscene.md): int ConnectedAvatars get Returns the number of Avatars connected to the region. Table Avatars get Returns a table of SAvatar objects currently in the - [Storage](/scripting/server-scripting-api-reference/storage.md): Persistent server-side storage, including the database API. - [SDatabase](/scripting/server-scripting-api-reference/storage/sdatabase.md): void GetRegionValue (string key, Closure onResult) Get a value stored in the region database. (this does not access the same database as the SPersiste - [Support](/scripting/support.md) - [Report An Issue](/scripting/support/report-an-issue.md): How to report issues within the Sinespace Scripting Documentation ## Sinespace Api - [Sinespace API](/sinespace-api.md): API documentation for Sinespace services and grid integrations. - [Registration & Grid API](/sinespace-api/gridapi.md): This API requires specific access to be granted to your account. If you have purchased your own Grid, this will be automatically enabled on the primary user account. ## Sinespace Sdk - [Sinespace SDK](/sinespace-sdk.md): Creator documentation for building avatars, regions, items, games, components, and other content for Sinespace. - [Animation Production Workflow](/sinespace-sdk/animation/animation-production-workflow.md): A zero-cost animation production workflow. This is FAIRLY EXPERIMENTAL, please do update if possible! Animation production for Sine Space has been a b - [Animation Tools](/sinespace-sdk/animation/animation-tools.md): A brief survey of various tools with humanoid avatar animation capability There are a variety of solutions available for producing humanoid animations - [Clothing](/sinespace-sdk/avatars/clothing.md): Clothing Welcome to the Clothing Portal! Sinespace has some powerful tools when it comes to creating clothing. - [Attachments Vs Skinned Clothing](/sinespace-sdk/avatars/clothing/advanced-topics/attachments-vs-skinned-clothing.md): Attachments Vs Skinned Clothing space has both options of attachments and skinned clothing which you can use for uploading items and clothing to space. - [Boots And Heels](/sinespace-sdk/avatars/clothing/advanced-topics/boots-and-heels.md): Boots And Heels Boots and shoes with heels require a little more work to set up properly in space. - [Cloth Physics](/sinespace-sdk/avatars/clothing/advanced-topics/cloth-physics.md): Cloth Physics Creating Cloth Physics Cloth Physics needs a skinned mesh, follow the steps in Importing\_and\_Uploading\_Clothing until "convert to skinned". - [Full Body Replacement Costumes (no custom animations)](/sinespace-sdk/avatars/clothing/advanced-topics/how-to-upload-avatars/full-body-replacement-costumes-no-custom-animations.md): Full Body Replacement Costumes (no custom animations) You can upload your own avatars to sinespace to wear as a full body costume. - [Full Body Replacement Costumes (with custom animations)](/sinespace-sdk/avatars/clothing/advanced-topics/how-to-upload-avatars/full-body-replacement-costumes-with-custom-animations.md): Full Body Replacement Costumes (with custom animations) Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. - [Basic Clothes](/sinespace-sdk/avatars/clothing/basic-clothes.md): Basic Clothes documentation for Sinespace. - [Clothing Extra Pattern](/sinespace-sdk/avatars/clothing/clothing-extra-pattern.md): Clothing Extra Pattern .png>) Usage When you click the Prepare button you will see the materials removed. - [Clothing Item Settings](/sinespace-sdk/avatars/clothing/clothing-item-settings.md): Clothing Item Settings The clothing item setting component is split into different subcategories. - [Template](/sinespace-sdk/avatars/clothing/clothing-template.md): Template Included in the Editor Pack are several template avatar models that can be used when making new content. - [Clothing Variations](/sinespace-sdk/avatars/clothing/clothing-variations.md): Clothing Variations To submit a range of items based on a single clothing mesh but with varied materials and textures, follow the steps on the Importing and Uploading Clothing; BUT leave "Keep Material Always" unticked. - [Creating Clothing Patterns](/sinespace-sdk/avatars/clothing/creating-clothing-patterns.md): Creating Clothing Patterns You can have a set of different colors or patterns for clothing in space. - [Designing Detailed Clothing](/sinespace-sdk/avatars/clothing/designing-detailed-clothing.md): Best-practice notes for creating detailed Sinespace clothing with low-poly models, tessellation, PBR textures, skin weighting, and pattern variations. - [Female Clothing Resource Files](/sinespace-sdk/avatars/clothing/female-clothing-resource-files.md): Female Clothing Resource Files Here you can find the clothing resource files for female avatars. - [Female Hair Resource Files](/sinespace-sdk/avatars/clothing/female-hair-resource-files.md): Downloadable source files for Sinespace female avatar hair resources, including texture, Unity package, and FBX assets where available. - [Importing and Uploading Clothing](/sinespace-sdk/avatars/clothing/importing-and-uploading-clothing.md): Importing and Uploading Clothing Importing and Uploading Clothing This is in the middle of an update. - [Layers Guide](/sinespace-sdk/avatars/clothing/layers-guide.md): Layers Guide When preparing a clothing item for upload, you need to make some choices in where the item will go and how the item will fit on the avatar. - [Male Clothing Resource Files](/sinespace-sdk/avatars/clothing/male-clothing-resource-files.md): Male Clothing Resource Files Here you can find the clothing resource files for male avatars. - [Male Hair Resource Files](/sinespace-sdk/avatars/clothing/male-hair-resource-files.md): Downloadable source files for Sinespace male avatar hair resources, including texture, Unity package, and FBX assets where available. - [Gestures](/sinespace-sdk/avatars/gestures.md): Gestures The gesture system in Space allows you to create, publish and sell a range of animations and choreographed multi-user interactions. - [Animated Cameras](/sinespace-sdk/avatars/gestures/animated-cameras.md): Animated Cameras You can animate the camera in concert with the character animations in your gesture. - [Gestures/Snapshot Tools](/sinespace-sdk/avatars/gestures/gestures-snapshot-tools.md): Introduction The snapshot tools allow users to create camera positions, filters, poses & overlays that can be used for taking awesome pictures in Sinespace using the snapshot system. - [Gestures - VFX](/sinespace-sdk/avatars/gestures/gestures-vfx.md): You can add colour treatments to your gesture using the Avatar Effect LUT script. - [Multi-Person Animations](/sinespace-sdk/avatars/gestures/multi-person-animations.md): Multi-Person Animations The process for setting up a multi-person gesture is the same as that for Gestures - Single Person Animation, BUT; Trigger Enable the trigger in the Avatar Effect Script. - [Props](/sinespace-sdk/avatars/gestures/props.md): Props In addition to animations and camera paths, there are a number of other components you to can add to speciflc points on the the timeline of a gesture, allowing you to create - [Set Up](/sinespace-sdk/avatars/gestures/set-up.md): Set Up Gesture Preview Scene Once you have imported the sinespace Editor Pack into Unity, you will find a Gesture Preview Scene. - [Single Person Animation](/sinespace-sdk/avatars/gestures/single-person-animation.md): Single Person Animation Create Gesture Prefab In the project folder called Gestures (search for "Gestures" in project search) you will see a selection of templates you can duplicate, rename and modify. - [Visual FX](/sinespace-sdk/avatars/gestures/visual-fx.md): Visual FX This component/script is accessed from the Unity Component menu, then Avatar Effects then select "Color Filter - LUT". - [Materials, Sliders and Shaders](/sinespace-sdk/avatars/materials-sliders-and-shaders.md): Making A New Material (_note: this wiki page refers to the Unity standard shader only. - [Skins](/sinespace-sdk/avatars/skins.md): Skins Skin is a texture image that replaces the default skin of your avatar. - [Unified Clothing And Skin (Metal and Tessellate)](/sinespace-sdk/avatars/unified-clothing-and-skin-metal-and-tessellate.md): Unified Clothing And Skin (Metal and Tessellate) The Unified SkinClothing HighEnd shader is a shader used for adding depth and substance to your clothing and skin (metal and tessellate feature). - [Uploading Tattoos](/sinespace-sdk/avatars/uploading-tattoos.md): Uploading Tattoos This a step by step tutorial on how to upload tattoos to Sinespace. - [AnimatedVendorConsole](/sinespace-sdk/components/animated-vendor-console.md): AnimatedVendorConsole Fields Radius Set the proximity radius Usage There is an example in Sample art/vendor folder of the Editor Pack. - [AnimationVendor](/sinespace-sdk/components/animation-vendor.md): AnimationVendor Fields **Play Clickable** Place the play button object/canvas here. - [ATM](/sinespace-sdk/components/atm.md): ATM Add this component to an ATM mesh / NPC statue. - [AudioReactive](/sinespace-sdk/components/audio-reactive.md): AudioReactive To set up your scene in Unity for the audio reactive components, you need to first either drag an audio file from your PC into the project window, and then into the h - [AvatarAnimationEffect](/sinespace-sdk/components/avatar-animation-effect.md): AvatarAnimationEffect Fields Clip Add the animation clip here Participant sets the participant to initiator or receiver Start Time Sets the starting time of the animation Fix Avata - [AvatarAudioEffect](/sinespace-sdk/components/avatar-audio-effect.md): AvatarAudioEffect Fields Trigger time set the start time of audio. - [AvatarEffect](/sinespace-sdk/components/avatar-effect.md): AvatarEffect Fields Participants Sets no of participants Is Gendered Lets user choose Nominal gender Nominal Lets user choose Nominal gender Uses Radius Allows you to choose area r - [AvatarEffectCamera](/sinespace-sdk/components/avatar-effect-camera.md): AvatarEffectCamera Fields Rail set camera rail path Offsets Sets camera in relation with avatar Tracking targets Usage Click on Add Component under the Inspector window, and search - [AvatarEffectCameraMovement](/sinespace-sdk/components/avatar-effect-camera-movement.md): AvatarEffectCameraMovement Fields Legacy animation clip drag animation here Child name name of camera in FBX Target name Name of the target camera Tweak axis tweaks orientation of - [AvatarEffectLUT](/sinespace-sdk/components/avatar-effect-lut.md): AvatarEffectLUT Fields LUT Image Drag LUT image here Start Time Start time of LUT effect End Time End time of LUT effect Usage Click on Add Component Under the Inspector window and search for Color LUT in the search bar. - [AvatarEffectObject](/sinespace-sdk/components/avatar-effect-object.md): AvatarEffectObject Fields Object drag the prop here Start Time Spawn time of the prop End Time DE spawn time of the prop Participant Set the participant type initiator/receiver Des - [AvatarEffectSnapshot](/sinespace-sdk/components/avatar-effect-snapshot.md): AvatarEffectSnapshot Fields Trigger Time Sets the trigger time. - [AvatarMultiAnimationEffect](/sinespace-sdk/components/avatar-multi-animation-effect.md): AvatarMultiAnimationEffect Fields Clip A Drag the Initiator animation here Clip B Drag the receiver animation here Distance Apart Set the distance between avatars Fix avatar height - [Browser Surfaces](/sinespace-sdk/components/browser-surfaces.md): Browser Surfaces Examples include using a music video URL for a club, and a training video streaming for business purposes. - [CatalogVendor](/sinespace-sdk/components/catalog-vendor.md): CatalogVendor Fields Brand Name or your brand Tagline Tagline for your brand Brand Text Drop UI/3d text for your brand TagLineText Drop UI/3d tagline text for your brand Category S - [ClickableActivator](/sinespace-sdk/components/clickable-activator.md): ClickableActivator This can be used to open/close doors, lights and all the things you need to activate with a click. - [Clickable Teleporter](/sinespace-sdk/components/clickable-teleporter.md): This tutorial will show you how to turn an object into a clickable teleporter that you can use so visitors can transport to another region in SineSpace with the click of a button. - [Clothing Previewer](/sinespace-sdk/components/clothing-previewer.md): Clothing Previewer .png>) Fields Player Outfit ID Here you can add one of your saved outfits by copying the outfit ID from the viewer outfit window. - [Collider Trigger Activator](/sinespace-sdk/components/collider-trigger-activator.md): Collider Trigger Activator Fields Triggers Owner Only If checked this script will ignore owner. - [Components by Function](/sinespace-sdk/components/components-by-function.md): Components by Function This page lists particularly common functionalities, and describes the best tool for the job with a focus on commonly used terms in other popular virtual worlds. - [Customize Components](/sinespace-sdk/components/customize-components.md): Customize Components If you want to create your own special game in Sinespace, you may find that it’s very important to know how to customize the components -- instead of throwing - [Day/night cycle](/sinespace-sdk/components/day-night-cycle.md): Day/night cycle First you will need a directional light to which to attach the script component. - [EdyCompatibleVehicle](/sinespace-sdk/components/edy-compatible-vehicle.md): This component allows you to turn a vehicle designed using \[Edy's Vehicle Physics] in Space. It must be attached to the same object that contains 'Ca - [Enemy NPCs and NPC spawners](/sinespace-sdk/components/enemy-npcs-and-npc-spawners.md): FPS Components Shooter games FPS The safe zone lobby Guns and gun givers Health and ammo givers Traps King of the hill zone Player spawn points The NPC Spawners spawn NPCs that will then attack players. - [FocusCamera](/sinespace-sdk/components/focus-camera.md): FocusCamera Fields Target Camera Position Drag the target Camera here Use Depth of field Enables depth of Field on camera Usage When combined with other components, it can be used - [FollowAvatar](/sinespace-sdk/components/follow-avatar.md): Position Offset (World Coords) Once an object with this component is active in a region, each user in the region will have this object following him, - [General](/sinespace-sdk/components/general.md): Every Sinespace SDK component, grouped by function — creator tools, avatar effects, vehicles, teleporting, quests, NPCs, merchant systems, zones, and triggers. - [GravityZone](/sinespace-sdk/components/gravity-zone.md): GravityZone Fields Priority Sets the priority Local Gravity Set the gravity values for x,y,z axis Usage Create an empty object add GravityZone component. - [LensFlareDistance](/sinespace-sdk/components/lens-flare-distance.md): LensFlareDistance Fields Min Distance Sets min distance for lens flare. - [Mailbox](/sinespace-sdk/components/mailbox.md): Mailbox Fields Mail Animation to play Open Mail On-Click Sound Mail Arrive On-Mail Arrive Sound This is used to create Mail boxes within the scene; specifically objects which when - [Meta Balls](/sinespace-sdk/components/meta-balls.md): Meta Balls Fields IsoLevel is a threshold value that determines the strength of the field that defines the metaballs. - [Modular Buoyancy](/sinespace-sdk/components/modular-buoyancy.md): Modular Buoyancy .png>) Fields Density represents the density of the object that is being simulated, which is used to calculate the volume and mass of the object. - [Modular Vendors](/sinespace-sdk/components/modular-vendors.md): We have added some new vendors to our features, and these vendors are called modular vendors. - [Move Object](/sinespace-sdk/components/move-object.md): Move Object Fields Location the location the target transform will be moved to. - [MusicZone](/sinespace-sdk/components/music-zone.md): MusicZone _Fields_ Name Sets the name of the music zone. - [NPCCrowd](/sinespace-sdk/components/npc-crowd.md): NPCCrowd Fields Female Clips Size set the number of custom female animations Elements Drag the animations here Male Clips sets the number of custom Male animations Male ID Sets the - [NPCs](/sinespace-sdk/components/npcs.md): Deploy non-player characters and bots in Sinespace regions, baked into a scene or placed as spawnable items. - [Pool](/sinespace-sdk/components/pool.md): Pool Field Swim Set the swimming animation Swim Idle Sets the idle animation Splash template sets the small splash effect Big Splash template Sets the splash template for bigger sp - [Proximity Activator](/sinespace-sdk/components/proximity-activator.md): Proximity Activator Fields Ignore Owner If checked it will ignore owner. - [QuestCounterClickable](/sinespace-sdk/components/quest-counter-clickable.md): QuestCounterClickable Add the Quest Counter Clickable component to counters the user must click on to collect. - [QuestCounterProximity](/sinespace-sdk/components/quest-counter-proximity.md): QuestCounterProximity dd the Quest Counter Proximity component to counters the user must be within a certain proximity of in order to collect. - [QuestGameObject](/sinespace-sdk/components/quest-game-object.md): QuestGameObject This allows you to rez and and derez items in your scene during specified quest steps. - [QuestNPC](/sinespace-sdk/components/quest-npc.md): QuestNPC To turn any object in your scene into the Quest NPC, add the Quest NPC component to it. - [SailStrip](/sinespace-sdk/components/sail-strip.md): SailStrip Fields Resolution sets the resolution Points Size Sets the size Gravity sets the gravity amount Curvature Sets the curvature Need Update sets update to ?? - [SceneBackgroundMusic](/sinespace-sdk/components/scene-background-music.md): SceneBackgroundMusic Fields Server URL of the shout cast server Port port of the shoutcast Playing Check this to stream music. - [Simple Networking](/sinespace-sdk/components/simple-networking.md): Network Name Networks that share a name will communicate with each other. Minimum of 20 characters network name. You should make this something unique - [Simple State Machine](/sinespace-sdk/components/simple-state-machine.md): Simple State Machine Fields Component Name See networking. - [SliderVehicle](/sinespace-sdk/components/slider-vehicle.md): SliderVehicle Using this component(with Slider Physics), you can create a silder-type vehicle(for example, a sledge). - [Speedometer](/sinespace-sdk/components/speedometer.md): Speedometer Fields **Rigid Body** The rigid body of the vehicle. - [StartableClothingRequirement](/sinespace-sdk/components/startable-clothing-requirement.md): StartableClothingRequirement This requires the user to wear a specific clothing item. - [StartableGestureRequirement](/sinespace-sdk/components/startable-gesture-requirement.md): StartableGestureRequirement This will require the user to play a specific gesture before the quest moves on. - [StartableItemRequirement](/sinespace-sdk/components/startable-item-requirement.md): StartableItemRequirement This requires the user to have a specific item in their inventory before the quest continues. - [StartableRoomVisit](/sinespace-sdk/components/startable-room-visit.md): StartableRoomVisit This requires the user to visit a specific region for the quest to continue. - [StartableSitRequirement](/sinespace-sdk/components/startable-sit-requirement.md): StartableSitRequirement This requires the user to sit on a specific furniture item. - [StartableSnapshot](/sinespace-sdk/components/startable-snapshot.md): StartableSnapshot This requires the user to take a snapshot with the in world snapshot feature. - [StartableTeleport](/sinespace-sdk/components/startable-teleport.md): StartableTeleport This step will teleport the user to a specific location in the same region as the quest. - [StartableTimedCounter](/sinespace-sdk/components/startable-timed-counter.md): StartableTimedCounter Startable Timed Counter is a game component you can add to your quest, requiring the user to collect a number of counters inside a specified time frame. - [Statue](/sinespace-sdk/components/statue.md): Statue Fields Gender set the gender of the NPC Name Set the name of the NPC Player outfit ID Sets the outfit of the NPC Material Sets the material of NPC skin and outfit Skip mater - [StreamingBackgroundMusic](/sinespace-sdk/components/streaming-background-music.md): StreamingBackgroundMusic _Fields_ Url's Size No of songs Element Enter URL for each song. - [SubstituteAnimationZone](/sinespace-sdk/components/substitute-animation-zone.md): SubstituteAnimationZone Fields Walk Male Overrides walk animation for male Walk Female Overrides the walk animation for female Run Male Overrides run animation for male Run Female - [SyncedPhysicsDoodad](/sinespace-sdk/components/synced-physics-doodad.md): SyncedPhysicsDoodad Fields Unique Name Gives Unique name to the item Usagto e Attach this component to share the updates with the server. - [TeleportLocal](/sinespace-sdk/components/teleport-local.md): TeleportLocal Fields Destination Drag the destination object here Teleport Local allows you to set up a teleport from one point within your region to another in your region. - [TeleportPad](/sinespace-sdk/components/teleport-pad.md): TeleportPad Fields Name Location Name Teleport FX FX Instance GameObject Usage Use this component to link large scenes together, allowing the user to access popular locations easily. - [TeleportWorld](/sinespace-sdk/components/teleport-world.md): TeleportWorld Field Custom Destination Name Name of the destination(This doesn't have to be the regions name) Custom Destination Background ID ID of the destination Region (Must ma - [Timer](/sinespace-sdk/components/timer.md): Timer Usage Fill the Target time in seconds if you want the timer to stop by certain time. - [Tip Jars](/sinespace-sdk/components/tip-jars.md): Tip Jars Usage Add the component "Charity(Tip jar)" to the object you want to create as a tip jar.\ Then you can add room furniture and virtual good component to make it as a furni - [UpgradeAccountNPC](/sinespace-sdk/components/upgrade-account-npc.md): UpgradeAccountNPC Usage To add this component, simply choose an object you want as an NPC. - [Vehicle Physical Animator](/sinespace-sdk/components/vehicle-physical-animator.md): Vehicle Physical Animator .png>) Fields Animator The animator of the mesh (e.i. - [Vehicle Respawn](/sinespace-sdk/components/vehicle-respawn.md): Vehicle Respawn .png>) Usage VehicleTemplateArray can spawn some random cars(need test!). - [Vendors for your business region](/sinespace-sdk/components/vendors-for-your-business-region.md): Vendors for your business region Having vendors in your region will make it easier for users to shop for your items. - [VIPCollider](/sinespace-sdk/components/vip-collider.md): VIPCollider Fields Invert Invert behaviour - block VIP users instead Usage This component when attached to a collider, will disable the collider if the user is a VIP user (or the opposite if 'Invert' is checked). - [Virtual Goods](/sinespace-sdk/components/virtual-goods.md): Virtual Goods The Virtual Goods component is added to any item you upload, whether it is for sale in the shop or for your own use, including content used in your regions. - [VoiceZone](/sinespace-sdk/components/voice-zone.md): VoiceZone Usage Create an empty object and add voiceZone component to it. - [Volumetric Light](/sinespace-sdk/components/volumetric-light.md): Volumetric fog effect for multiple lights. Point, spot and directional lights are fully supported. Volumetric shadows Volumetric light cookies Volumet - [WanderingNPC](/sinespace-sdk/components/wandering-npc.md): WanderingNPC Fields Start Position set the custom starting position of the NPC Target Position Sets the target positon of the NPC Wander sets the NPC to wander in random direction - [Creating A Shop](/sinespace-sdk/creating-a-shop.md): Creating A Shop Mirage Scene Download * Mirage This page is based on the Mirage shop template which you can download and modify yourself (see right). - [Creating Menus for Interactive Objects](/sinespace-sdk/creating-items/creating-menus-for-interactive-objects-in-sinespace.md): How to create menus or HUDs for interactive, scripted objects in Sinespace. - [Making Animated Doors](/sinespace-sdk/creating-items/making-animated-doors.md): Making Animated Doors We'll be updating both the doors themselves and the wiki as needed. - [Recipes](/sinespace-sdk/creating-items/recipes.md): Recipes are a special type of item upload that exchange input item IDs for one output item ID or a weighted random output. - [Spawnable Objects: Uploading and Spawning Objects](/sinespace-sdk/creating-items/spawnable-objects-uploading-and-spawning-objects-in-space.md): How to create, upload, and spawn rezzable objects in Sinespace using Unity prefabs and the Virtual Good Script component. - [Adding Poses to Furniture](/sinespace-sdk/furniture/adding-poses-to-furniture.md): Adding Poses to Furniture You can add poses to furniture to make the item sittable. - [How to upload items as furniture](/sinespace-sdk/furniture/how-to-upload-items-as-furniture.md): How to upload items as furniture #firstheading You can upload items as furniture items to place in room templates with the 'Edit Room' button. - [SeatImproved](/sinespace-sdk/furniture/seatimproved.md): SeatImproved The seat Improved component is added to any item that you want to enable animation on; specially furniture. - [Guns and gun givers](/sinespace-sdk/games/guns-and-gun-givers.md): FPS Components Shooter games FPS The safe zone lobby Player spawn points Health and ammo givers Traps King of the hill zone Enemy NPCs and NPC spawners The gun The gun system is a raycasting gun. - [Health and ammo givers](/sinespace-sdk/games/health-and-ammo-givers.md): FPS Components Shooter games FPS The safe zone lobby Guns and gun givers Player spawn points Traps King of the hill zone Enemy NPCs and NPC spawners The template examples of the He - [King of the hill zone](/sinespace-sdk/games/king-of-the-hill-zone.md): FPS Components Shooter games FPS The safe zone lobby Guns and gun givers Health and ammo givers Traps Player spawn points Enemy NPCs and NPC spawners The King Of The Hill (KOTH) Zo - [Player spawn points](/sinespace-sdk/games/player-spawn-points.md): FPS Components Shooter games FPS The safe zone lobby Guns and gun givers Health and ammo givers Traps King of the hill zone Enemy NPCs and NPC spawners Multiple **Player Spawn Points** can be placed anywhere in a map. - [Racing Games](/sinespace-sdk/games/racing-games.md): Racing Games Racing game components are easily accessible for everyone. - [Shooter games FPS](/sinespace-sdk/games/shooter-games-fps.md): Shooter games FPS The First Person Shooter system has been scripted by dotEnterprise, one of the Sinespace community developers, using the Sinespace SDK. - [The safe zone lobby](/sinespace-sdk/games/the-safe-zone-lobby.md): FPS Components Shooter games FPS Player spawn points Guns and gun givers Health and ammo givers Traps King of the hill zone Enemy NPCs and NPC spawners The Safe Zone Lobby is a game lobby inside the region. - [Traps](/sinespace-sdk/games/traps.md): Traps are scene objects that damage the player. Sinespace ships a default fire-trap template, and the same system can build other hazards. - [Quests](/sinespace-sdk/quests.md): Quests The quest system allows users to build narrative structures in space. - [QuestDesigner](/sinespace-sdk/quests/questdesigner.md): QuestDesigner Create an empty game object in your scene, set it to location 0,0,0 and add the quest designer game component to it. - [Two Step Quests](/sinespace-sdk/quests/two-step-quests.md): Two Step Quests Two step quests are usually used for creating quests which give out Silver, making item hunts or giving gifts. - [Regions](/sinespace-sdk/regions.md): Different ways to build and upload regions in Sinespace — assembling your scene in Unity, setting a landing zone, adding scenes, and creating home-region templates. - [Creating a Scene](/sinespace-sdk/regions/creating-a-scene.md): For creating anything in space, apart from clothing items, you will need to use the scene option in Unity. - [Creating Terrain](/sinespace-sdk/regions/creating-terrain.md): All About Terrains In Unity you can hand craft your terrain or use a terrain generation tool. - [Creating Web GL Friendly Regions](/sinespace-sdk/regions/creating-web-gl-friendly-regions.md): While making regions for Web GL, there are a few things you need to bear in mind. Web GL is specifically made for running applications in browsers, so - [Export Settings](/sinespace-sdk/regions/export-settings.md): Export Settings Note: It is highly recommended to create a new region by Quickstart function. - [Furniture Samples](/sinespace-sdk/regions/furniture-samples.md): Here are some furniture samples you can use for learning how to upload furniture, or you can use them to make variations of colors and styles! - [Lighting](/sinespace-sdk/regions/lighting.md): Lighting Sine.Spaces uses Deferred rendering. - [Lighting an Interior](/sinespace-sdk/regions/lighting-an-interior.md): Lighting an Interior The Sinespace platform provides virtual world creators with lighting tools that can create a wide variety of atmospheric spaces. - [Management](/sinespace-sdk/regions/management.md): Management Preview and Live Servers When you upload a region, the region will go through the upload process. - [Navigation](/sinespace-sdk/regions/navigation.md): Navigation You can walk around Space by clicking the ground in front of you, or using arrow keys/WASD to move and rotate. - [Navigation bake](/sinespace-sdk/regions/navigation-bake.md): Navigation bake The NavMesh function in Unity can help you define your region where is walkable and where is not, so if you have an auto-walk function for player or NPC, it can automatically calculate the routes. - [Occlusion bake](/sinespace-sdk/regions/occlusion-bake.md): Occlusion bake Occlusion Culling is a Unity function which can disable rendering of objects when they are not currently seen by the camera if they are occluded by other objects, which can save time from rendering. - [Pets](/sinespace-sdk/regions/pets.md): == IMPORTANT!!! == THIS IS A QUEST FOR WILDLANDS REGION ONLY - PETS ARE ONLY AVAILABLE TO USE WHILE IN WILDLANDS REGION Obtaining a Pet You can obtain a pet by completing Joen's qu - [Platform Settings](/sinespace-sdk/regions/platform-settings.md): Platform Settings Attention: This is now listed under the Scene Settings in Unity Supported platforms The platform settings allow you to fine tune your region for each platform you want to publish to. - [Portal](/sinespace-sdk/regions/portal.md): Made of light foam or fibers stitched to the underside of the ticking, it provides a tender surface texture to the mattress and could be found in various degrees of firmness. - [Post FX](/sinespace-sdk/regions/post-fx.md): Post FX You can use PostZone(Post Processing)Component to add/change postFX in your region. - [OpenSimImport](/sinespace-sdk/regions/regions-opensimimport.md): Import Open Simulator region archives into a Sinespace Unity project using the OARConv workflow. - [Troubleshooting](/sinespace-sdk/regions/regions-troubleshooting.md): Troubleshooting =Troubleshooting= Materials An item is bright pink * This implies a problem with your material; check: ** The material has a shader, selecting the material may show !!MISSING SHADER!! - [Room Floor System](/sinespace-sdk/regions/room-floor-system.md): You can use the room floor system to create a region you can edit from inside Sinespace. - [Room System](/sinespace-sdk/regions/room-system.md): Under a revision and will be up shortly. The room system allows the editing of a region while logged in-world. - [Scenes](/sinespace-sdk/regions/scenes.md): In Unity, Scenes are where you put all of the objects of your game. - [SceneSaveSettings](/sinespace-sdk/regions/scenesavesettings.md): SceneSaveSettings Scene save setting lets you upload your scene to Sine Space. - [Submission](/sinespace-sdk/regions/submission.md): Submission Submitting your region uploads it to http://preview.sine.space/ - a preview server where content can be reviewed online before going to the live servers. - [Upload Settings](/sinespace-sdk/regions/upload-settings.md): Upload Settings Add scene settings component In the top menu in Unity go to Space / Scene Settings. - [Scene & Assets](/sinespace-sdk/scene-authoring.md): Bringing models, textures, and visual effects into your Sinespace scenes. - [Animating textures, for users of that other platform](/sinespace-sdk/scene-authoring/animating-textures-for-users-of-that-other-platform.md): 1. Level: - Beginner Unity/Space, experienced with texture animation in Second Life (tm) 1. - [Custom skybox shader](/sinespace-sdk/scene-authoring/custom-skybox-shader.md): The Custom Skybox shader introduced in Space Editor Pack 08 produces a realistic night sky and procedural two dimensional clouds. - [Embedded Video](/sinespace-sdk/scene-authoring/embedded-video.md): Creating a video player Sinespace allows for creators to embed Youtube videos onto objects they create in Unity with The Editor Pack. - [GameObjects](/sinespace-sdk/scene-authoring/gameobjects.md): Category:Tutorials GameObjects are essentially every different item you put into your scene. - [Gimp (8-bit)](/sinespace-sdk/scene-authoring/gimp-8-bit.md): Without additional plugins, Gimp is limited to 8-bit accuracy. - [Gizmos](/sinespace-sdk/scene-authoring/gizmos.md): Gizmos are a tool used in Unity which accompany each component as a visual aid. - [Importing 3D Models](/sinespace-sdk/scene-authoring/importing-3d-models.md): You can import 3D models you have made or downloaded from 3D model sites into Unity. - [Importing Assets from the Asset Store](/sinespace-sdk/scene-authoring/importing-assets-from-the-asset-store.md): To import assets from the asset store, first go to the Asset Store either directly from within Unity program, or from the website Asset Store You can find the Asset Store within Un - [Morph Shapes](/sinespace-sdk/scene-authoring/morph-shapes.md): MORPH SHAPES TUTORIAL Prequisites You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity's Asset Store). - [Post Processing](/sinespace-sdk/scene-authoring/post-processing.md): Post Processing allows different effects and lighting to be added to your scene or region. - [Volumetric Lighting](/sinespace-sdk/scene-authoring/volumetric-lighting.md): Volumetric Lighting documentation for Sinespace. - [Scripting](/sinespace-sdk/scripting.md): Helper references for scripting in Sinespace — working with data, events, resources, and the runtime. - [Scripting Data](/sinespace-sdk/scripting/scripting-data.md): The Scripting Data components allow you to attach properties to an object without having the full Scripting Runtime. - [Scripting Events](/sinespace-sdk/scripting/scripting-events.md): Scripting Events The Scripting Events components allow you to attach events to an object without having the full Scripting Runtime. - [Scripting Resources](/sinespace-sdk/scripting/scripting-resources.md): Scripting Resources The Scripting Resourse components allow you to attach resources to an object without having the full Scripting Runtime. - [Scripting Runtime](/sinespace-sdk/scripting/scripting-runtime.md): Scripting Runtime Fields Public Exposed Variables These are variables you want to be exposed to edit in edit room. - [Extensions](/sinespace-sdk/sdk-extensions.md): List of 3rd party whitelisted extensions - [Setup](/sinespace-sdk/setup.md): Get set up to create — sign up as a creator, install the editor pack, and start your first project. - [Creating a New Folder inside Project](/sinespace-sdk/setup/creating-a-new-folder-inside-project.md): In the Project window, there will be a list of folders. - [Creating a Project](/sinespace-sdk/setup/creating-a-project.md): When Unity is started on your PC, a pop up window will appear. - [Creator signup through SDK](/sinespace-sdk/setup/creator-signup-through-sdk.md): Creator signup through SDK If you are ready to upload content from Unity and "have not" created your avatar account yet you can do so within Unity If you have already made a creato - [Creator signup through web](/sinespace-sdk/setup/creator-signup-through-web.md): If you already have an avatar account skip to Step2 Step 1.Make a creator account To become a creator, visit our Creator Signup page. - [Download Editor Pack](/sinespace-sdk/setup/download-editor-pack.md): Installing the editor pack 1. To install the editor pack you will need to have installed the Unity editor. - [Link Space and Unity](/sinespace-sdk/setup/link-space-and-unity.md): Link Space and Unity Get API Key Log in with your Space account at https://curator.sine.space/ Go to Settings / API keys. - [Re-importing the Editor Pack](/sinespace-sdk/setup/re-importing-the-editor-pack.md): You will need to re-import the Editor Pack if you have installed a newer version of Unity or if you have have upgraded to a newer version of the Space Editor Pack. - [Vehicles](/sinespace-sdk/vehicles.md): Vehicles Please notice there are two versions of script for Vehicles: the old ones are the scripts like "car physics", "car vehicle", which are obsolete; the new vesion is one scri ## Sinespace Viewer - [Sinespace Viewer](/sinespace-viewer.md): Viewer documentation for installing Sinespace, managing your account and avatar, and using in-world features. - [Account](/sinespace-viewer/account.md): To become a Space creator you need to; 1. - [Auctions](/sinespace-viewer/auctions.md): Auctions Click the AUCTION button in the bottom menu to open the auction window. - [Audio Streaming](/sinespace-viewer/audio-streaming.md): All about audio streaming in Sinespace. - [Communication](/sinespace-viewer/communication.md): Chat The chat system allows you to communicate with the entire virtual world, just people in your region or specific people. - [Explore](/sinespace-viewer/explore.md): Explore Click the EXPLORE button in the bottom tab to open the explore window. - [Friends](/sinespace-viewer/friends.md): Making Friends You can friend someone via the ADD FRIEND button on their PROFILE. - [Hot Bar](/sinespace-viewer/hot-bar.md): Hot Bar You can drag any item from your inventory into the hotbar on your interface screen. - [Inventory](/sinespace-viewer/inventory.md): Inventory Click inventory to review and use everything you own. - [Keybindings](/sinespace-viewer/keybindings.md): Here are few short cut keys that you can use in Space in Desktop build. - [Outfits](/sinespace-viewer/outfits.md): Outfits The Outfit window is where you can create new outfits, edit an outfit or delete an outfit. - [Outfit IDs](/sinespace-viewer/outfits/outfit-ids.md): Outfit IDs If you want to set up NPCs to show off your clothing brand in Sinespace, find the Outfit ID and attach it to an NPC statue. - [Regions](/sinespace-viewer/regions.md): Discovering and managing regions in the Sinespace viewer. - [Regions In Sinespace](/sinespace-viewer/regions/regions-in-sinespace.md): Learn what Sinespace regions can provide, from free home regions and private access controls to custom Unity-built spaces. - [Your Regions](/sinespace-viewer/regions/your-regions.md): Manage your owned regions, access settings, member permissions, spawn rules, VOIP rules, and region slots. - [Settings](/sinespace-viewer/settings.md): Settings There are quite a few settings you can change on the viewer; You can change Graphics, UI, Controls, Sound, Misc and VR. - [Shop](/sinespace-viewer/shop.md): Use the viewer shop to browse virtual goods, preview items, and purchase content in Sinespace. - [Viewer Basics](/sinespace-viewer/viewer-basics.md): Viewer Basics System Requirements Please see our system requirements for desktop and VR here. - [XMPP Chat Client](/sinespace-viewer/xmpp-chat-client.md): One of spaces' new features is the ability to use XMPP clients in conjunction with the normal space chat. ## Support - [Support](/support.md): Additional support, FAQ, and background information for Sinespace creators and viewers. - [Bug Reporting](/support/bug-reporting.md): Bug Reporting If you have found a bug on our viewer and want to report it, you will need to report it to us through our issue tracker. - [FAQ](/support/faq.md): FAQ Navigation How do I move around? **Walking:** You can walk around the virtual world by using the arrow keys on your keyboard.