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)
void Detach ()
Detaches the avatar from whatever it may be attached to (only works for the player avatar), including chairs, vehicles and so forth.
void OnAvatarAttached ()
An event which fires whenever this avatar is attached to a game object in the current scene.
void OnAvatarDetached ()
An event which fires whenever this avatar is detached from a game object in the current scene.
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).
void ResetOutfit ()
Reset current outfit. (white-label only)
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)
void ResetOutfitToTemplate (int outfitID)
Reset current outfit to a specific template. (white-label only)
FindBone (string bone)
Retrieves the specified humanoid bone as an SGameObject. Requires a Humanoid rig; returns nil if the bone is missing or the avatar is non‑humanoid. The name is matched case‑insensitively against UnityEngine.HumanBodyBones.
void Teleport (string landmarkName) void Teleport ( position) void Teleport ( position, rotation) void Teleport (int region) void Teleport (int region, position, rotation)
Teleport the avatar.
void SetIKGoal (string goal, bool positionGoal, float positionStrength, positionTarget, bool rotationGoal, float rotationStrength, rotationTarget)
Set the IK goal to avatar.
void ClearIKGoal (string goal)
Clear the IK Goal.
void PlayCustomAnimation ( animationClip)
Play a custom animation on the avatar.
void StopCustomAnimation ()
Make the avatar stops playing custom animation.
void OnAvatarReload (Closure o)
This event will be called when the avatar gets loaded.
void SynchroniseState ()
Synchronise avatar's state to network.
void StartFly ()
Puts the avatar into Fly Mode.
void EndFly ()
Exits Avatar out of Fly Mode
void OnAvatarSkeletonReload (Closure o)
This event will be called when the avatar skeleton gets loaded.
double TeleportToNextEvent (long withinSeconds=600)
Teleports to the region of the next scheduled event if it starts within the given time window. Returns 0 if a teleport occurs; returns the number of seconds until the next event if it is outside the cutoff; returns -1 if there are no upcoming events.
string Username get
Returns the avatar's current username (note: this can be changed by players for a small fee)
string DisplayName get
Returns the avatar's display name (falls back to Username if unset).
string Title get
Returns the avatar's current title
string OrgTitle get
Returns the user's organizational job title (JobTitle).
string OrgName get
Returns the user's organization/company name (Company).
long ID get
Returns the avatar's user ID, please note if you store these, this is a 'long' value not a 'int'.
bool IsAttached get
Returns True if avatar is Attached
float MovementSpeed get set
How fast the avatar's movement is
float JumpHeight get set
How high the avatar's jump is
bool Guest get
Is this Avatar a Guest?
long OutfitID get
Returns the current outfit ID of the avatar
bool Loaded get
Returns true if avatar is Loaded
string Gender get
Returns the avatar's gender as a string (e.g., "Male", "Female").
LockObject get
The object the Avatar is to. Returns Null if Avatar is not attached.
Skeleton get
Returns a reference to avatar's skeleton GameObject
bool BlockMovement get set
If set to True, avatar's movement will be blocked
bool BlockRun get set
Is the Avatar blocked from running?
bool BlockFly get set
Is the Avatar blocked from flying?
bool BlockCrouch get set
Is the Avatar blocked from crouching?
bool BlockJump get set
Is the Avatar blocked from jumping?
bool IsGrounded get
Returns True if avatar is Grounded
GameObject get
The reference to the Avatar's GameObject
bone
string
Name of a UnityEngine.HumanBodyBones value (case‑insensitive), e.g., "LeftShoulder", "Head".
o
Closure (callback)
A function that will be called once the OnAvatarReload event is triggered.
o
Closure (callback)
A function that will be called once the OnAvatarSkeletonReload event is triggered.
withinSeconds
long
Maximum seconds ahead to consider for auto-teleport. Defaults to 600.
Space.Scene.PlayerAvatar.AttachTo(targetObject)--the below script makes the player Attach/Detach to/from this object by clicking it
--(Example: Seat/Vehicle/Experience etc.. )
thisGameObject = Space.Host.ExecutingObject
isAttached = 0
OnClick = function()
if isAttached == 0 then
Space.Scene.PlayerAvatar.AttachTo(thisGameObject)
isAttached = 1
elseif isAttached == 1 then
Space.Scene.PlayerAvatar.Detach()
isAttached = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Attach/Detach yourself to/from me"
thisGameObject.Clickable.OnClick(OnClick) Space.Scene.PlayerAvatar.Detach() --the below script makes the player Attach/Detach to/from this object by clicking it
--(Example: Seat/Vehicle/Experience etc.. )
thisGameObject = Space.Host.ExecutingObject
isAttached = 0
OnClick = function()
if isAttached == 0 then
Space.Scene.PlayerAvatar.AttachTo(thisGameObject)
isAttached = 1
elseif isAttached == 1 then
Space.Scene.PlayerAvatar.Detach()
isAttached = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Attach/Detach yourself to/from me"
thisGameObject.Clickable.OnClick(OnClick) function OAA()
--
end
Space.Scene.PlayerAvatar.OnAvatarAttached(OAA)function OAD()
--
end
Space.Scene.PlayerAvatar.OnAvatarDetached(OAD)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)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)local avatar=Space.Scene.PlayerAvatar
avatar.Register("MyName","MyPassword","MyEmail",false,function ()
Space.Log("Success!")
end,function ()
Space.Log("OnError!!")
end)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)-- Humanoid models only. Pass a UnityEngine.HumanBodyBones name.
local bone = Space.Scene.PlayerAvatar.FindBone("LeftShoulder")
Space.Log(bone.Name) -- Prints the bone name of the corresponding search parameter; on default avatars, prints "LeftShoulder"
--[[
UnityEngine.HumanBodyBones values
Body: Hips, Spine, Chest, UpperChest
Head: Neck, Jaw, Head, LeftEye, RightEye
Left Arm: LeftShoulder, LeftUpperArm, LeftLowerArm, LeftHand
Left Leg: LeftUpperLeg, LeftLowerLeg, LeftFoot, LeftToes
Right Arm: RightShoulder, RightUpperArm, RightLowerArm, RightHand
Right Leg: RightUpperLeg, RightLowerLeg, RightFoot, RightToes
Left Hand (Thumb): LeftThumbProximal, LeftThumbIntermediate, LeftThumbDistal
Left Hand (Index): LeftIndexProximal, LeftIndexIntermediate, LeftIndexDistal
Left Hand (Middle): LeftMiddleProximal, LeftMiddleIntermediate, LeftMiddleDistal
Left Hand (Ring): LeftRingProximal, LeftRingIntermediate, LeftRingDistal
Left Hand (Little): LeftLittleProximal, LeftLittleIntermediate, LeftLittleDistal
Right Hand (Thumb): RightThumbProximal, RightThumbIntermediate, RightThumbDistal
Right Hand (Index): RightIndexProximal, RightIndexIntermediate, RightIndexDistal
Right Hand (Middle): RightMiddleProximal, RightMiddleIntermediate, RightMiddleDistal
Right Hand (Ring): RightRingProximal, RightRingIntermediate, RightRingDistal
Right Hand (Little): RightLittleProximal, RightLittleIntermediate, RightLittleDistal
]] --this script will set your avatar's "right hand" as parent of this object
--this way this object will be a child of your right hand and therefore move with it
--(Example: clicking on a gun to equip it)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
RightHand = Space.Scene.PlayerAvatar.FindBone("RightHand")
thisGameObject.SetParent(RightHand)
thisGameObject.LocalPosition = Vector.New(0,0,0) -- resetting position to match hand
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip="Click to Equip "
thisGameObject.Clickable.OnClick(OnClick) 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)avatar=Space.Scene.PlayerAvatar
pos=avatar.FindBone("Chest").WorldPosition
avatar.SetIKGoal("Chest",false,0,pos,true,20,Quaternion.Euler(0,60,0))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.Space.Scene.PlayerAvatar.PlayCustomAnimation(Space.Resources[1]) --the below script makes the player Play/Stop a custom animation when clicking this object
--(Example: Dance Machine )
--[Required: Place an animation in the first "Resource" in the scripting runtime]
thisGameObject = Space.Host.ExecutingObject
isDancing = 0
OnClick = function()
if isDancing == 0 then
Space.Scene.PlayerAvatar.PlayCustomAnimation(Space.Resources[1])
isDancing = 1
elseif isDancing == 1 then
Space.Scene.PlayerAvatar.StopCustomAnimation()
isDancing = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Start/Stop dancing"
thisGameObject.Clickable.OnClick(OnClick) avatar=Space.Scene.PlayerAvatar
avatar.PlayCustomAnimation(Space.Resources[1])
avatar.StopCustomAnimation() --the below script makes the player Play/Stop a custom animation when clicking this object
--(Example: Dance Machine )
--[Required: Place an animation in the first "Resource" in the scripting runtime]
thisGameObject = Space.Host.ExecutingObject
isDancing = 0
OnClick = function()
if isDancing == 0 then
Space.Scene.PlayerAvatar.PlayCustomAnimation(Space.Resources[1])
isDancing = 1
elseif isDancing == 1 then
Space.Scene.PlayerAvatar.StopCustomAnimation()
isDancing = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to Start/Stop dancing"
thisGameObject.Clickable.OnClick(OnClick) 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)Space.Scene.PlayerAvatar.SynchroniseState()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) Space.Scene.PlayerAvatar.EndFly()--the below script teleports a player flying in the sky back to the ground
--and then ends fly mode by switching to Idle so they remain standing
--(Example: Going back down to ground from Sky exhibit)
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
Space.Scene.PlayerAvatar.Teleport(Vector.New(0,0,0))
Space.Scene.PlayerAvatar.EndFly()
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click me to go back to the ground!"
thisGameObject.Clickable.OnClick(OnClick) 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)timeUntilNextEvent = Space.Scene.PlayerAvatar.TeleportToNextEvent()
--or
timeUntilNextEvent = Space.Scene.PlayerAvatar.TeleportToNextEvent(500)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) playerDisplayName = Space.Scene.PlayerAvatar.DisplayNameplayerTitle = 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)playerJobTitle = Space.Scene.PlayerAvatar.OrgTitleplayerCompanyName = Space.Scene.PlayerAvatar.OrgNameplayerID = 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 = Space.Scene.PlayerAvatar.IsAttachedSpace.Scene.PlayerAvatar.MovementSpeed = 20 --the below script makes the object give the player triple movement speed
--once it's clicked, and then returns them to original speed after 10 seconds
--(Example: Triple Speed Powerup (avatar running race))
thisGameObject = Space.Host.ExecutingObject
TripleSpeedCoroutine = function()
local originalSpeed = Space.Scene.PlayerAvatar.MovementSpeed
Space.Scene.PlayerAvatar.MovementSpeed = originalSpeed * 3
coroutine.yield(10)
Space.Scene.PlayerAvatar.MovementSpeed = originalSpeed
end
OnClick = function()
Space.Host.StartCoroutine(TripleSpeedCoroutine)
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Triple Speed Powerup!"
thisGameObject.Clickable.OnClick(OnClick) Space.Scene.PlayerAvatar.JumpHeight = 20 --the below script makes the object give the player triple jump height
--once it's clicked, and then returns them to original jump height after 10 seconds
--(Example: Triple Jump Height Powerup )
thisGameObject = Space.Host.ExecutingObject
originalJumpHeight = Space.Scene.PlayerAvatar.JumpHeight
TripleJumpHeightCoroutine = function()
Space.Scene.PlayerAvatar.JumpHeight = originalJumpHeight * 3
coroutine.yield(10)
Space.Scene.PlayerAvatar.JumpHeight = originalJumpHeight
end
OnClick = function()
Space.Host.StartCoroutine(TripleJumpHeightCoroutine)
end
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Triple JumpHeight Powerup!"
thisGameObject.Clickable.OnClick(OnClick) 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)
endavOutfit = Space.Scene.PlayerAvatar.OutfitIDisLoaded = 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)playerGender = Space.Scene.PlayerAvatar.GenderlockObject = Space.Scene.PlayerAvatar.LockObjectavSkeleton = 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)Space.Scene.PlayerAvatar.BlockMovement = true --the below script makes this object a boundary area where any user entering it
--will be blocked from movement for 20 seconds, then the object will release controls and
--destroy itself after that
--(Example: freezing trap)
--[This object's collider needs to be set as IsTrigger (Please read about OnTriggerStart for troubleshooting)]
thisGameObject = Space.Host.ExecutingObject
FrozenTime = 0.0
OnTriggerStart = function(TriggerStarter)
if TriggerStarter.Root.Avatar ~= nil then
if TriggerStarter.Root.Avatar.Username == Space.Scene.PlayerAvatar.Username then
Space.Scene.PlayerAvatar.BlockMovement = true
end
end
end
OnTriggerStay = function(TriggerStayer)
if TriggerStayer.Root.Avatar ~= nil then
if TriggerStayer.Root.Avatar.Username == Space.Scene.PlayerAvatar.Username then
FrozenTime = FrozenTime + Space.DeltaTime
if FrozenTime > 20 then
Space.Scene.PlayerAvatar.BlockMovement = false
thisGameObject.Destroy()
end
end
end
end
thisGameObject.SubscribeToEvents()
thisGameObject.OnTriggerStart(OnTriggerStart)
thisGameObject.OnTriggerStay(OnTriggerStay)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)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)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)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 = Space.Scene.PlayerAvatar.IsGroundedplayerObject = 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)