--the below script checks if we are in Unity editor or in SS
--this way we can provide an alternative
--(Example: if we're using a function that doesn't work in Unity editor)
thisGameObject = Space.Host.ExecutingObject
if Space.InEditor then
avatarUsername = "Player Name"
else
avatarUsername = Space.Scene.GetAvatar(thisGameObject.Owner).Username --example: this doesn't work in Editor
end
Space.Log(avatarUsername)
Version
int Versionget
Returns the version of the viewer this script is running in
--the below script will search through the Scripting Runtime's resources
--and return the first instance of an Animation Clip
--[You need to add a few resources to the scripting runtime and make one of them an animation]
resources = Space.Resources
for i = 1, #resources do
if resources[i].Type == "AnimationClip" then
Space.Log("Resource #".. i .. " is an Animation Clip. The resource name is: " .. resources[i].Name)
break
end
end
Time
float Timeget
Returns time at the beginning of this frame.
floatTime = Space.Time
--this script will update a UIText object with the current local time without using a coroutine
--(example: clock )
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
rateUpdate = 1.0
nextUpdate = 0.0
text = Space.Host.GetReference("Text").UIText
OnUpdate = function()
if Space.Time > nextUpdate then
nextUpdate = Space.Time + rateUpdate
text.Text = Space.LocalTime
end
}
Space.Host.ExecutingObject.OnUpdate(OnUpdate)
ServerTime
string ServerTimeget
Returns current server time.
serverTime = Space.ServerTime
--this script will update a UIText object with the current server time (UTC)
--(example: clock)
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
text = Space.Host.GetReference("Text").UIText
co = function()
while true do
text.Text = Space.ServerTime
coroutine.yield(1)
end
end
Space.Host.StartCoroutine(co)
LocalTime
string LocalTimeget
Returns current local time.
localTime = Space.LocalTime
--this script will update a UIText object with the current local time
--(example: clock)
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
text = Space.Host.GetReference("Text").UIText
co = function()
while true do
text.Text = Space.LocalTime
coroutine.yield(1)
end
end
Space.Host.StartCoroutine(co)
LoginTime
float LoginTimeget
Returns how long player has been logged in (in seconds).
loginTime = Space.LoginTime
--this script will update a UIText object with how long the user has been logged in (in seconds)
--(example: clock)
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
text = Space.Host.GetReference("Text").UIText
co = function()
while true do
text.Text = Space.LoginTime
coroutine.yield(1)
end
end
Space.Host.StartCoroutine(co)
ServerTimeUnix
int ServerTimeUnixget
Returns the server time unix timestamp.
serverTimeUnix = Space.ServerTimeUnix
--this script will update a UIText object with the current server time unix timestamp
--(example: clock)
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
text = Space.Host.GetReference("Text").UIText
co = function()
while true do
text.Text = Space.ServerTimeUnix
coroutine.yield(1)
end
end
Space.Host.StartCoroutine(co)
LocalTimeUnix
int LocalTimeUnixget
Returns the local time unix timestamp.
localTimeUnix = Space.LocalTimeUnix
--this script will update a UIText object with the current local time unix timestamp
--(example: clock)
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
text = Space.Host.GetReference("Text").UIText
co = function()
while true do
text.Text = Space.LocalTimeUnix
coroutine.yield(1)
end
end
Space.Host.StartCoroutine(co)
DeltaTime
float DeltaTimeget
The completion time in seconds since the last frame.
deltaTime = Space.DeltaTime
--the below script rotates an object around Y axis but uses DeltaTime
--to make sure it's not dependant on client's Framerate (FPS)
--this way the object rotates per second not per frame
--(Example: Important movement in OnUpdate)
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
currentY = thisGameObject.WorldRotation.EulerAngles.Y
newRotation = Quaternion.Euler(0, currentY + 1 * Space.DeltaTime, 0) --We multiplied 1 by Space.DeltaTime
thisGameObject.WorldRotation = newRotation
end
thisGameObject.OnUpdate(OnUpdate)
PreviewServer
bool PreviewServerget
Return true if in preview server.
isInPreview = Space.PreviewServer
--this script will update a UIText object with "preview" or "live" depending
--whether we are on preview server or live server
--[UIText object needs to be added to the references section in the scripting runtime with name "Text"]
text = Space.Host.GetReference("Text").UIText
OnUpdate = function()
if Space.PreviewServer then
text.Text = "Preview"
else
text.Text = "Live"
end
end
Space.Host.ExecutingObject.OnUpdate(OnUpdate)