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 scipt makes the player Attach/Detach to/from this object by clicking it
--(Example: Seat/Vehicle/Experience etc.. )

thisGameObject = Space.Host.ExecutingObject
isAttached = 0


OnClick = function()

  if isAttached == 0 then
    Space.Scene.PlayerAvatar.AttachTo(thisGameObject)
    isAttached = 1
  elseif isAttached == 1 then
    Space.Scene.PlayerAvatar.Detach()
    isAttached = 0
  end

end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Attach/Detach yourself to/from me"
thisGameObject.Clickable.OnClick(OnClick)  

Detach

void Detach ()

Detaches the avatar from whatever it may be attached to (only works for the player avatar), including chairs, vehicles and so forth.

Space.Scene.PlayerAvatar.Detach()
 --the below scipt makes the player Attach/Detach to/from this object by clicking it
--(Example: Seat/Vehicle/Experience etc.. )

thisGameObject = Space.Host.ExecutingObject
isAttached = 0


OnClick = function()

  if isAttached == 0 then
    Space.Scene.PlayerAvatar.AttachTo(thisGameObject)
    isAttached = 1
  elseif isAttached == 1 then
    Space.Scene.PlayerAvatar.Detach()
    isAttached = 0
  end

end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Attach/Detach yourself to/from me"
thisGameObject.Clickable.OnClick(OnClick)   

OnAvatarAttached

void OnAvatarAttached ()

An event which fires whenever this avatar is attached to a game object in the current scene.

function OAA()
--
end
Space.Scene.PlayerAvatar.OnAvatarAttached(OAA)

OnAvatarDetached

void OnAvatarDetached ()

An event which fires whenever this avatar is detached from a game object in the current scene.

function OAD()
--
end
Space.Scene.PlayerAvatar.OnAvatarDetached(OAD)

LoadOutfit

void LoadOutfit (int outfitID)

Only works on a white-label deployment due to abuse concerns. Restrictions: The outfit ID needs to be one of the grid template outfits, with all the restrictions that apply to those (i.e. must use either SW content, or content uploaded by a grid admin account).

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)

local Space.Scene.PlayerAvatar.ResetOutfit()
--Clicking this object will reset player avatar's outfit
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

OnClick = function()
thisPlayer.ResetOutfit() 
end


thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)

Register

void Register (string username, string password, string email, bool subscribeToSinespaceNewsletter=false, Closure onSuccess=null, Closure onError=null)

Allow a guest to register. (white-label only)

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 bone.

ParameterTypeDescription

-- Best used with non humanoid models
local bone = Space.Scene.PlayerAvatar.FindBone("Hips/Spine/Chest/LeftShoulder"); -- Gets the bone by path
Space.Log(bone.Name); -- Prints the retrieved bones name, which will match the last name in the path specified.
or

-- Best used with humanoid models
local bone = Space.Scene.PlayerAvatar.FindBone("LeftShoulder"); -- Gets bone by UnityEngine.HumanTrait.BoneName[]
Space.Log(bone.Name); -- Prints the bone name of the corresponding search parameter, which when using a default avatar, it will print "LeftShoulder"
--[[
UnityEngine.HumanTrait.BoneName[]

Body: Hips, Spine, Chest, UpperChest
Head: Neck, Jaw, Head, LeftEye, RightEye
Left Arm: LeftShoulder, LeftUpperArm, LeftLowerArm, LeftHand
Left Leg: LeftUpperLeg, LeftLowerLeg, LeftFoot, LeftToes
Right Arm: RightShoulder, RightUpperArm, RightLowerArm, RightHand
Right Leg: RightUpperLeg, RightLowerLeg, RightFoot, RightToes
Left Hand (Thumb): LeftThumbProximal, LeftThumbIntermediate, LeftThumbDistal
Left Hand (Index): LeftIndexProximal, LeftIndexIntermediate, LeftIndexDistal
Left Hand (Middle): LeftMiddleProximal, LeftMiddleIntermediate, LeftMiddleDistal
Left Hand (Ring): LeftRingProximal, LeftRingIntermediate, LeftRingDistal
Left Hand (Little): LeftLittleProximal, LeftLittleIntermediate, LeftLittleDistal
Right Hand (Thumb): RightThumbProximal, RightThumbIntermediate, RightThumbDistal
Right Hand (Index): RightIndexProximal, RightIndexIntermediate, RightIndexDistal
Right Hand (Middle): RightMiddleProximal, RightMiddleIntermediate, RightMiddleDistal
Right Hand (Ring): RightRingProximal, RightRingIntermediate, RightRingDistal
Right Hand (Little): RightLittleProximal, RightLittleIntermediate, RightLittleDistal
]]
 --this script will set your avatar's "right hand" as parent of this object
--this way this object will be a child of your right hand and therefore move with it
--(Example: clicking on a gun to equip it)


thisGameObject = Space.Host.ExecutingObject

OnClick = function()

RightHand = Space.Scene.PlayerAvatar.FindBone("RightHand")
thisGameObject.SetParent(RightHand)
thisGameObject.LocalPosition = Vector.New(0,0,0) -- resetting position to match hand

end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip="Click to Equip "
thisGameObject.Clickable.OnClick(OnClick) 

Teleport

void Teleport (string landmarkName) void Teleport (SVector position) void Teleport (SVector position, SQuaternion rotation) void Teleport (int region) void Teleport (int region, SVector position, SQuaternion rotation)

Teleport the avatar.

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)

Make the avatar plays custom animation.

ParameterTypeDescription

Space.Scene.PlayerAvatar.PlayCustomAnimation(Space.Resources[1])
 --the below scipt makes the player Play/Stop a custom animation when clicking this object
--(Example: Dance Machine )
--[Required: Place an animation in the first "Resource" in the scripting runtime]

thisGameObject = Space.Host.ExecutingObject
isDancing = 0


OnClick = function()

  if isDancing == 0 then
    Space.Scene.PlayerAvatar.StartCustomAnimation(Space.Resources[1])
    isDancing = 1
  elseif isDancing == 1 then
    Space.Scene.PlayerAvatar.StopCustomAnimation()
    isDancing = 0
  end

end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Start/Stop dancing"
thisGameObject.Clickable.OnClick(OnClick)   

StopCustomAnimation

void StopCustomAnimation ()

Make the avatar stops playing custom animation.

avatar=Space.Scene.PlayerAvatar
avatar.PlayCustomAnimation(Space.Resources[1])
avatar.StopCustomAnimation()
 --the below scipt makes the player Play/Stop a custom animation when clicking this object
--(Example: Dance Machine )
--[Required: Place an animation in the first "Resource" in the scripting runtime]

thisGameObject = Space.Host.ExecutingObject
isDancing = 0


OnClick = function()

  if isDancing == 0 then
    Space.Scene.PlayerAvatar.StartCustomAnimation(Space.Resources[1])
    isDancing = 1
  elseif isDancing == 1 then
    Space.Scene.PlayerAvatar.StopCustomAnimation()
    isDancing = 0
  end

end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Start/Stop dancing"
thisGameObject.Clickable.OnClick(OnClick)   

OnAvatarReload

void OnAvatarReload (Closure o)

This event will be called when the avatar gets loaded.

ParameterTypeDescription

o

Closure (callback)

A function that will be called once the OnAvatarReload event is triggered.

local avatar=Space.Scene.PlayerAvatar
avatar.OnAvatarReload(function ()
    Space.Log(avatar.OutfitID)
end)
--this script ensures the avatar is still animating after their avatar gets reloaded
thisPlayer = Space.Scene.PlayerAvatar
theAnimation = Space.GetResource("The Animation") --add animation to resources in Scripting Runtime
wasAnimated = true --you'll need to set this according to the situation, its true now for example's sake


ResetDance = function()
 if wasAnimated then
  thisPlayer.PlayCustomAnimation(theAnimation)
 end

end
thisPlayer.OnAvatarReload(ResetDance)

SynchroniseState

void SynchroniseState ()

Synchronise avatar's state to network.

Space.Scene.PlayerAvatar.SynchroniseState()

StartFly

void StartFly ()

Puts the avatar into Fly Mode.

Space.Scene.PlayerAvatar.StartFly()
--the below script teleports the player to a sky location after he clicks
--but then immediately puts the character in fly mode so they don't fall back down
--(Example: Sky exhibit)

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
Space.Scene.PlayerAvatar.Teleport(Vector.New(0,10,0))
Space.Scene.PlayerAvatar.StartFly()
end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click me to view our sky exhibit!"
thisGameObject.Clickable.OnClick(OnClick) 

EndFly

void EndFly ()

Takes the avatar out of Fly Mode.

Space.Scene.PlayerAvatar.EndFly()
--the below script a player flying in the sky back to the ground 
--but then immediately end's the character fly mode so they are standing
--(Example: Going back down to ground from Sky exhibit)

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
Space.Scene.PlayerAvatar.Teleport(Vector.New(0,0,0))
Space.Scene.PlayerAvatar.EndFly()
end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click me to go back to the ground!"
thisGameObject.Clickable.OnClick(OnClick) 

OnAvatarSkeletonReload

void OnAvatarSkeletonReload (Closure o)

This event will be called when the avatar skeleton gets loaded.

ParameterTypeDescription

o

Closure (callback)

A function that will be called once the OnAvatarSkeletonReload event is trigged.

avatar=Space.Scene.PlayerAvatar
Space.Log(avatar.BlockJump)
avatar.OnAvatarSkeletonReload(function ()
    Space.Log(avatar.OutfitID)
end)
--this script ensures the avatar is still animating after their avatar's skeleton gets reloaded
thisPlayer = Space.Scene.PlayerAvatar
theAnimation = Space.GetResource("The Animation") --add animation to resources in Scripting Runtime
wasAnimated = true --you'll need to set this according to the situation, its true now for example's sake


ResetDance = function()
 if wasAnimated then
  thisPlayer.PlayCustomAnimation(theAnimation)
 end

end
thisPlayer.OnAvatarSkeletonReload(ResetDance)

TeleportToNextEvent

double TeleportToNextEvent (long withinSeconds=600)

Function Description

ParameterTypeDescription

timeUntilNextEvent = Space.Scene.PlayerAvatar.TeleportToNextEvent()
--or
timeUntilNextEvent = Space.Scene.PlayerAvatar.TeleportToNextEvent(500)

Properties

Username

string Username get

Returns the avatar's current username (note: this can be changed by players for a small fee)

playerUsername = Space.Scene.PlayerAvatar.Username
 --this script, once clicked, will get all avatars in the scene
--and print their Username(including self)
--(Example: scoreboards/radars/scanners/game machines)

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
allAvatars = Space.Scene.AllAvatars

        for var=1, #allAvatars do
    local Username = allAvatars[var].Username
     Space.Log("Username: " .. Username)
        end

end

 
thisGameObject.AddClickable() 
thisGameObject.Clickable.Tooltip = "Click to print all avatars' Username"
thisGameObject.Clickable.OnClick(OnClick) 

DisplayName

string DisplayName get

Property Description

playerDisplayName =  Space.Scene.PlayerAvatar.DisplayName

Title

string Title get

Returns the avatar's current title

playerTitle = Space.Scene.PlayerAvatar.Title
 --this script, once clicked, will get all avatars in the scene
--and print their Title and Username(including self)

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
allAvatars = Space.Scene.AllAvatars

        for var=1, #allAvatars do
    local Username = allAvatars[var].Username
    local Title = allAvatars[var].Title
     Space.Log(Title .. " " .. Username)
        end

end

 
thisGameObject.AddClickable() 
thisGameObject.Clickable.Tooltip = "Click to print all avatars' Titles and Username"
thisGameObject.Clickable.OnClick(OnClick)

OrgTitle

string OrgTitle get

Property Description

playerJobTitle = Space.Scene.PlayerAvatar.OrgTitle

OrgName

string OrgName get

Property Description

playerCompanyName = Space.Scene.PlayerAvatar.OrgName

ID

long ID get

Returns the avatar's user ID, please note if you store these, this is a 'long' value not a 'int'.

playerID = Space.Scene.PlayerAvatar.ID
--this script, once clicked, will get all avatars in the scene
--and print their ID(including self)
--(Example: scoreboards/radars/scanners/game machines)

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
allAvatars = Space.Scene.AllAvatars

        for var=1, #allAvatars do
    local ID = allAvatars[var].ID
     Space.Log("ID: " .. ID)
        end

end

 
thisGameObject.AddClickable() 
thisGameObject.Clickable.Tooltip = "Click to print all avatars' ID"
thisGameObject.Clickable.OnClick(OnClick) 

IsAttached

bool IsAttached get

Returns True if avatar is Attached

isAttached = Space.Scene.PlayerAvatar.isAttached

MovementSpeed

float MovementSpeed get set

How fast the avatar's movement is

Space.Scene.PlayerAvatar = 20
 --the below scipt makes the object give the player triple movement speed
--once it's clicked, and then returns them to original speed after 10 seconds
--(Example: Triple Speed Powerup (vatar running race))

thisGameObject = Space.Host.ExecutingObject

TripleSpeedCoroutine = function()
local originalSpeed = Space.Scene.PlayerAvatar.MovementSpeed
Space.Scene.PlayerAvatar.MovementSpeed = originalSpeed * 3
coroutine.yield(10)
Space.Scene.PlayerAvatar.MovementSpeed = originalSpeed
  
end


OnClick = function()
Space.Host.StartCoroutine(TripleSpeedCoroutine)
end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Triple Speed Powerup!"
thisGameObject.Clickable.OnClick(OnClick)  

JumpHeight

float JumpHeight get set

How high the avatar's jump is

Space.Scene.PlayerAvatar.JumpHeight = 20
 --the below scipt makes the object give the player triple jump height
--once it's clicked, and then returns them to original jump height after 10 seconds
--(Example: Triple Jump Height Powerup )

thisGameObject = Space.Host.ExecutingObject
originalJumpHeight = Space.Scene.PlayerAvatar.JumpHeight

TripleJumpHeightCoroutine = function()
Space.Scene.PlayerAvatar.JumpHeight = originalJumpHeight * 3
coroutine.yield(10)
Space.Scene.PlayerAvatar.JumpHeight = originalJumpHeight
end


OnClick = function()
Space.Host.StartCoroutine(TripleJumpHeightCoroutine)
end

thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Triple JumpHeight Powerup!"
thisGameObject.Clickable.OnClick(OnClick)  

Guest

bool Guest get

Is this Avatar a Guest?

isGuest = Space.Scene.PlayerAvatar.Guest
--this script will make this object non-clickable for guest players

thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

OnClick = function()
Space.Log("Do Something")
end

if not thisPlayer.Guest then --if player is not guest
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)
end

OutfitID

long OutfitID get

Returns the current outfit ID of the avatar

avOutfit = Space.Scene.PlayerAvatar.OutfitID

Loaded

bool Loaded get

Returns true if avatar is Loaded

isLoaded = Space.Scene.PlayerAvatar.Loaded
--this script will wait for a joining avatar to load first before making it play an animation
--(otherwise that animation may be reset if played before load is complete)

NewJoinAnimation = Space.GetResource("The Animation")

OnPlayerJoin = function(NewAvatar)
  
     Space.Host.StartCoroutine(function()
      
      while not NewAvatar.Loaded do coroutine.yield(0) end --makes it wait
 Space.Log("yes")     
      NewAvatar.PlayCustomAnimation(NewJoinAnimation) --at this point Loaded is True
      end)
      

end


Space.Scene.OnPlayerJoin(OnPlayerJoin)

Gender

string Gender get

Property Description

playerGender = Space.Scene.PlayerAvatar.Gender

LockObject

SGameObject LockObject get

The object the Avatar is Attached to. Returns Null if Avatar is not attached.

lockObject = Space.Scene.PlayerAvatar.LockObject

Skeleton

SGameObject Skeleton get

Returns a reference to avatar's skeleton GameObject

avSkeleton = Space.Scene.PlayerAvatar.Skeleton
--clicking this object will replace your avatar's animator controller (found on the skeleton)
thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

customController = Space.GetResource("animcont")


OnClick = function()
 thisPlayer.Skeleton.Animator.Controller = customController
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)

BlockMovement

bool BlockMovement get set

If set to True, avatar's movement will be blocked

Space.Scene.PlayerAvatar.BlockMovement = true
 --the below scipt makes this object a boundary area where any user entering it
--will be blocked from movement for 10 seconds, then the object will release controls and
--destry itself after that
--(Example: freezing trap)
--[This object's collider needs to be set as IsTrigger (Please read about OnTriggerStart for troubleshooting)]

thisGameObject = Space.Host.ExecutingObject
FrozenTime = 0.0

OnTriggerStart = function(TriggerStarter)
  if TriggerStarter.Root.Avatar ~= nil then
    if TriggerStarter.Root.Avatar.Username == Space.Scene.PlayerAvatar.Username then
      Space.Scene.PlayerAvatar.BlockMovement = true
    end
  end
end

OnTriggerStay = function(TriggerStayer)
  if TriggerStayer.Root.Avatar ~= nil then
    if TriggerStayer.Root.Avatar.Username == Space.Scene.PlayerAvatar.Username then
      FrozenTime = FrozenTime + Space.DeltaTime
        if FrozenTime > 20 then
        Space.Scene.PlayerAvatar.BlockMovement = false
        thisGameObject.Destroy()
        end
    end
  end
end

thisGameObject.SubscribeToEvents()
thisGameObject.OnTriggerStart(OnTriggerStart)
thisGameObject.OnTriggerStay(OnTriggerStay)

BlockRun

bool BlockRun get set

Is the Avatar blocked from running?

avatar=Space.Scene.PlayerAvatar.BlockRun = true
--this script will block a player's run ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]

thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

OTS = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then 
    thisPlayer.BlockRun = true
  end
end

OTE = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
   thisPlayer.BlockRun = false
  end 
end

thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)

BlockFly

bool BlockFly get set

Is the Avatar blocked from flying?

Space.Scene.PlayerAvatar.BlockFly = true
--this script will block a player's fly ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]

thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

OTS = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then 
    thisPlayer.BlockFly = true
  end
end

OTE = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
   thisPlayer.BlockFly = false
  end 
end

thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)

BlockCrouch

bool BlockCrouch get set

Is the Avatar blocked from crouching?

Space.Scene.PlayerAvatar.BlockCrouch = true
--this script will block a player's crouch ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]

thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

OTS = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then 
    thisPlayer.BlockCrouch = true
  end
end

OTE = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
   thisPlayer.BlockCrouch = false
  end 
end

thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)

BlockJump

bool BlockJump get set

Is the Avatar blocked from jumping?

Space.Scene.PlayerAvatar.BlockJump = true
--this script will block a player's jump ability when entering trigger collider and release it when leaving
--[Requires this object to have a "Trigger" collider]

thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar

OTS = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then 
    thisPlayer.BlockJump= true
  end
end

OTE = function(gameObject)
  if gameObject.Avatar ~= nil and thisPlayer == gameObject.Avatar then
   thisPlayer.BlockJump= false
  end 
end

thisObject.OnTriggerStart(OTS)
thisObject.OnTriggerExit(OTE)

IsGrounded

bool IsGrounded get

Returns True if avatar is Grounded

isGrounded = Space.Scene.PlayerAvatar.isGrounded

GameObject

SGameObject GameObject get

The reference to the Avatar's GameObject

playerObject = Space.Scene.PlayerAvatar.GameObject
--Clicking this object will teleport you 2 units forward and make you face the opposite way

thisObject = Space.Host.ExecutingObject
thisPlayer = Space.Scene.PlayerAvatar


OnClick = function()
local targetPos = thisPlayer.GameObject.WorldPosition + (thisPlayer.GameObject.Forward * 2) 
local targetRot = thisPlayer.GameObject.WorldRotation  *  Quaternion.AngleAxis(Vector.Up, 180)
thisPlayer.Teleport(targetPos, targetRot)
  
  
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)

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